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Stone’s Unyielding Defiance

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 paraphrased from jyonker13’s BGG openings thread 2512536 + aviator13 / Sh0rtz variants.

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityModerate (Wiki) / High (BGG playtest)
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 4 · Control 2 · Fear 1 · Defense 5 · Utility 2
Primary ElementsEarth (everything) · Sun (Bulwark L2/L3) · Plant (Bulwark L3)
Special RulesBestow the Endurance of Bedrock (Blight doesn’t cascade unless it outnumbers Presence) + Deep Layers Exposed (first +1 CP uncover → gain Minor)
AspectsNone
Rei’s GuideNot covered
latentoctopusNot listed (Kalen Noreth / ZenithPriest videos)
BGGjyonker13 thread 2512536

Spirit Overview — Framing

Stone is the Blight-nonchalant lockdown defender — plants presence in doomed lands and converts Card-Blight to Box-Blight via Special Rule. jyonker13’s brutally concise framing:

You’re Stone, and you don’t give a shit about Blight.

The game plan is relatively linear in execution: you want to occupy lands that are Ravaging, so as to add their Blight from the box instead of the card, and possibly rebound some of that damage upon the Invaders who dealt it.

Wiki-printed playstyle note:

Lockdown defender that punishes invaders for ravaging on top of it.

Complexity signal: BGG discussion leans Moderate/High — execution is linear but board-coverage planning is dense.

Starting Setup

Put 2 Presence on your starting board: 1 in the lowest-numbered Mountain without Dahan; 1 in an adjacent land that has Blight (if possible) or is Sands (if not).

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

GrowthEffectsBest when
G1Reclaim + Gain 2 Earth markers + Stone (special token)Reclaim turn + Earth element scaling
G2Add Presence (Range 2) + +3 EnergySpread + energy
G3Gain 1 Power Card + Add Presence (Range 1)Card + close placement

Presence Tracks

  • Energy track (7 slots): energy2 → energy3 → card+1stone → energy4 → card+1stone → energy6 → card+1stone
  • Card-play track (6 slots): card1 → earthX → earthX → earthreclaimX → earthanyX → card2earth

Starting income: 2 Energy, 1 Card Play. Energy-rich; the +1 CP / Stone slots give free Minors on each uncover.

Core Mechanics & Special Rules

Special Rule: Bestow the Endurance of Bedrock

When Blight is added to one of your lands, unless the Blight then outnumbers your Presence, it does not cascade or destroy Presence (yours or others’).

Blight from Box, not Card. As long as Presence > Blight in the land, Stone’s lands are Blight-cascade-immune.

Special Rule: Deep Layers Exposed to the Surface

The first time you uncover each of your “+1 Card Play” Presence spaces, gain a Minor Power.

Free Minor on each +1 CP uncover.

Innate: Hold the Island Fast with a Bulwark of Will

  • Speed: Fast · Target: You (passive)
LevelThresholdsEffect
12 Earth EarthWhen Blight is added to one of your lands, you may pay 2 Energy per Blight to take it from the box instead of the Blight card.
24 Earth EarthThe cost is 1 Energy instead of 2.
36 Earth Earth + 1 Plant PlantWhen an Event or Blight card directly destroys Presence (yours or others’), you may prevent any number of Presence from being destroyed.

Blight-mitigation economy; L3 prevents Event-card Presence-destruction.

Innate: Let Them Break Themselves Against the Stone

  • Speed: Fast · Range: 0 · Target: Any

[VERIFY thresholds — fetch parse incomplete]. Scales with Ravage damage.

Unique Cards (all 4, Wiki-verified)

Jagged Shards Push from the Earth

  • [VERIFY] — Add 1 Badlands + Push 2 Dahan.

Plows Shatter on Rocky Ground

  • [VERIFY] — Damage each Town/City then Push 1 Town OR Destroy 1 Town.
  • Important (mat9h correction): “damage each town/city” fires regardless of which OR branch you pick. It is not a mode switch.

Scarred and Stony Land

  • [VERIFY] — Badlands-adder + defensive utility.

Stubborn Solidity

  • [VERIFY] — Defend / Blight-interaction.

Key Strategic Principles

  1. Stone doesn’t care about Blight. The Special Rule is the whole identity — plant presence in doomed lands.
  2. Earth is everything. Gain 2 via bottom Growth + starters.
  3. Spread to all terrains by T2 (janes85 → jyonker13): “Adding presence to land types you aren’t already in will allow you to negate Blight regardless of which Stage II cards come up.”
  4. Distribute Badlands liberally. jyonker13: “A good investment if you’re not sure which of your Starters to play in a given turn.”
  5. Minors > Majors. Sh0rtz: “Indomitable Claim and Unrelenting Growth are your best hits by far.”
  6. Gain 2 Earth ≠ bankable. Elements clear at Time Passes.

Possible Openings

Shared starting state

  • 2 Presence on Mountain + adjacent Blight-land or Sands.
  • 4 Uniques in hand: Jagged Shards, Plows Shatter, Scarred and Stony Land, Stubborn Solidity.
  • Starting income: 2 Energy, 1 Card Play.

Opening A — jyonker13 mixed-track 🟨 (default)

T1 · Growth: G2 (+3E, +Presence top). T1 · Play: Jagged Shards Push from the Earth (1 Badlands + push 2 Dahan) OR Plows Shatter on Rocky Ground (damage each Town/City + push 1 Town).

  • Place range-extended presence into a land type you don’t yet occupy — ideally one Ravaging next turn.

T2 · Growth: G2 (+3E, +Presence top). T2 · Play: Stubborn Solidity + whichever of Jagged/Plows you didn’t use.

  • The +1 Play spot ideally uncovers Earth+Sun on the Minor gain; otherwise take best-effect Minor.

T3 · Growth: G1 Reclaim All + Add Presence (bottom) + 2 Earth.

  • Abuse Bulwark of Will L1 to mitigate extra Ravage for 2E.

Opening B — aviator13 bottom-track (Earth-rush) 🟥

Full bottom track builds Earth fastest → powers Let Them Break Themselves L2 one turn earlier. aviator13:

Stone isn’t the most helpful for other people, but you can absolutely lock your own board down and always have it covered. And you can cover it using only your starting cards, so it’s not reliant on getting elements from the deck or certain types of abilities.

Sh0rtz prefers Opening A’s 2nd-Minor T2 for Earth+Sun consistency.

Opening Decision

  • Default Opening A in most games.
  • Opening B in solo / when board-lock is the singular plan.

Card Priority Ratings

Uniques — Stone-specific ranking

  1. Stubborn Solidity — Defend + Blight interaction.
  2. Plows Shatter on Rocky Ground — multi-Town damage.
  3. Jagged Shards Push from the Earth — Badlands + push.
  4. Scarred and Stony Land — Badlands flex.

Top 10 Minor Draft Picks (Earth + Sun)

#CardCostSpeedElementsWhy
1Indomitable Claim——EarthSh0rtz: “best hits by far”
2Unrelenting Growth0SlowSun, PlantSh0rtz: “best hits by far”
3Pull Beneath the Hungry Earth0SlowMoon, Earth0-cost Earth
4Call of the Dahan Ways1SlowMoon, EarthEarth-feeder
5Quicken the Earth’s Struggles0SlowEarth, Plant, Animal0-cost Earth
6Pyroclastic Friction1FastFire, EarthFire + Earth
7Drift Down to Rest0SlowSun, Air, Plant0-cost Sun
8Song of Sanctity0SlowSun, Plant, Animal0-cost Sun
9Gift of Constancy0FastSun, Plant, Animal0-cost Sun
10Sap Their Strength1FastMoon, Earth, PlantEarth + Plant

Top 5 Major Draft Picks (only when home-board locked)

#CardCostSpeedElementsWhy
1Forest of Living Obsidian—SlowEarth, PlantEarth + Plant
2Land Thrashes in Anger4SlowFire, EarthFire + Earth
3Infinite Vitality4FastFire, Water, PlantFire + Plant
4Tsunami7SlowMoon, Water, EarthEarth + late-game
5Vigor of the Breaking Dawn4FastSun, PlantSun + Plant

Cards to Avoid

CardReason
Air-heavy MinorsOff-axis
Single-land damage without Earth scalingStone’s damage is Earth-elemental

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA★★★★★Heavy-damage Ravage — Stone’s perfect matchup
England (high-level)A★★★★☆Coastal City cascade absorption
SwedenA★★★★☆Plantation chains compress into Stone’s tanking
France-PlantationA★★★☆☆[VERIFY]
RussiaA★★★☆☆Dahan-destroy events stress
ScotlandA★★★☆☆Multi-adversary hardness
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

[VERIFY]. Stone’s Mountain-start + adjacent-Blight placement makes Mountain-dense boards preferable.

Game-Phase Strategy

Early (T1–3)

  • Spread to all 4 terrains by T2 (janes85 heuristic).
  • Badlands distributed liberally.
  • Bulwark L1 online by T2 (2 Earth).

Mid (T4–6)

  • Bulwark L2 (4 Earth) — 1E per Blight absorb.
  • Reclaim cycles with Earth-element stacking.

Late (T7+)

  • Bulwark L3 (6 Earth + 1 Plant) prevents Event-destroy-Presence.
  • Board-lock stable; Major integration optional.

Synergy Partners (Multiplayer)

  • Offensive partners who can’t afford to tank — Fractured Days, Volcano, Ocean.
  • Partners who need defensive cover — gift Bulwark zones.
  • Avoid: other spirits needing your turn for offense (Stone can’t carry damage).

Common Mistakes

Named mistakes

  1. Plows Shatter OR branch misread. “Damage each Town/City” fires regardless.
  2. Adding all T1/T2 presence to lands you already occupy. Spread across terrains for Stage-II coverage.
  3. Treating “gain 2 Stone/Earth” as bankable. Elements clear at Time Passes.
  4. Going full bottom track in multi-spirit games. Loses 2nd CP and becomes board-locked.

Tempo Profile

TurnTarget state
1G2 + Jagged/Plows; spread across terrain
2G2 + Stubborn + remaining starter; all 4 terrains covered
3G1 Reclaim + Presence + Earth; Bulwark L1 online
4–6Bulwark L2 cycle; Reclaim every 3 turns
7+Bulwark L3; major integration

Source Notes

  • Mechanics: data/references/wiki/stone-unyielding-defiance.json (Wiki-parsed 2026-04-23).
  • Openings: jyonker13 BGG 2512536.