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Wounded Waters Bleeding

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, physical-copy opening verification.

Strategic framing paraphrased from BGG thread 3141249 + community discussion. No Rei guide, no latentoctopus, no Phantaskippy coverage.

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityHigh
Play Difficulty[VERIFY physical spirit panel]
Growth type“one” — pick one growth per turn (forced T1–T2)
Power summary (1–5)Offense 4 · Control 5 · Fear 2 · Defense 1 · Utility 1
Primary ElementsWater (Swirl and Spill) · Animal (Sanguinary Taint) · Fire + Plant for L3s
Special RulesSeeking a Path Towards Healing (bleed Presence/Forget until Healing Cards claimed)
AspectsNone
Rei’s GuideNot covered
latentoctopusNot listed
BGGthread 3141249

Spirit Overview — Framing

Wounded Waters is a split-identity bleeding spirit — every turn before its first Heal (T3 earliest) it loses Presence or Forgets a card. It chooses between Water (control/push) or Animal (damage/beasts), then between Renew (control finish) or Taste of Ruin (fear finish). Steve496 (BGG):

Despite the somewhat forced opening build… it still feels like a really complicated spirit, with actions on the track and triggered actions and just a lot of bookkeeping to do. I forget about mechanics and have to backtrack and fix stuff way more often than I do with the other new spirits.

Wiki-printed playstyle note:

Healing-track spirit with forced opening growth. Complex triggers; very high bookkeeping load.

Complexity signal: Wiki says High; community consensus trends Very High.

Starting Setup

On your starting board, put 2 Presence in a land with Blight, then put 2 Presence and 1 Blight (from the box) in the highest-numbered land with a Town Setup Symbol. You start with your 4 Unique Power Cards and 4 Energy.

4 starting Presence, 4 starting Energy. Unusually high both.

Growth Options (growthtype: “one” — forced T1–T2)

GrowthEffectsBest when
G1Reclaim + Gain 1 Power Card + +1 EnergyReclaim cycle
G2Gain 1 Power Card + Add Presence (R2)Card + spread
G3Add Presence (R3) + +3 Energy + Add 1 Destroyed PresenceRebuild after bleed-losses

T1 forced: reclaim + 1 presence + 1 energy. T2 forced: 1 presence + 2 presence. Optional Growth rows unlock after claiming first Healing Card (T3 earliest).

Presence Tracks

  • Energy track: blank → blank → blank → blank → energy3 → energy4fireorplant → energy5any
  • Card-play track: energy0card1 → wateroranimal → gatherblight → energy1card2

Starting income: 4 Energy (!), 1 Card Play. Exceptionally high Energy; low CP; the gatherblight CP slot is a Wounded-Waters signature — pulls Blight from adjacent lands onto target for AOE Major detonation.

Core Mechanics & Special Rules

Special Rule: Seeking a Path Towards Healing

After playing cards each Spirit Phase:

  • Claim a Healing Marker (Element Marker) matching whichever of Water or Animal you have more of. (You break ties.)
  • You may then Claim a Healing Card if you meet its requirements. (First Healing Card available Turn 3.)
  • Then Destroy 1 Presence or Forget a Power Card (unless a Healing Card removes the rule).

The bleeding. Every turn before first Heal (T3+) destroys Presence or Forgets a card. The Heal cards are Roiling Waters (Animal-path, Fear-heavy) or Serene Waters (Water-path, control-heavy), with second-tier evolutions into Renew or Taste of Ruin.

Innate: Swirl and Spill

  • Speed: Slow · Range: 1 · Target: Any
LevelThresholdsEffect
12 Water WaterPush up to 2 Explorer/Dahan/Blight.
23 Water Water + 1 Animal Animal1 Fear. Push up to 2 Town/Presence/Beasts.
35 Water Water + 2 Plant Plant + 2 Animal AnimalIn one land pushed into, Downgrade all Town and all City.

Innate: Sanguinary Taint

  • Speed: Slow · Range: 1 · Target: Any
LevelThresholdsEffect
12 Animal Animal1 Fear. 1 Damage. Push 1 Dahan.
21 Water Water + 3 Animal Animal1 Damage. Add 1 Beast.
32 Fire Fire + 2 Water Water + 5 Animal Animal1 Fear. 4 Damage. Add 1 Disease.

Unique Cards (all 4, Wiki-verified)

[VERIFY exact cost/speed/text from physical copy — script parse was incomplete]:

  • Blood Water and Bloodlust — Animal-path damage unique.
  • Draw to the Water’s Edge — Gather effect.
  • Wrack with Pain and Grief — Fear-damage unique.
  • Boon of Corrupted Blood — ally-gift with blood-cost clause.

Key Strategic Principles

  1. Commit to a path by T3 heal. Animal (Roiling — fear) vs Water (Serene — control).
  2. The R2 Presence slot gathers Blight. Pull Blight from target lands onto the slot for AOE Major detonation — Wounded Waters’ hidden superpower.
  3. Save hybrid W+A Uniques until 3 plays online. Hit tier-2 on both innates simultaneously.
  4. Blight-adding Majors are unusually good here (Drought, Poisoned Land, Spill Bitterness) because you can pre-gather the Blight.
  5. Roiling > Serene for fear generation. davypi: “Roiling generates fear but Serene doesn’t.”

Possible Openings

Shared starting state

  • 4 Presence (2 on Blight-land + 2 on Town-symbol-land with 1 Blight added).
  • 4 Uniques in hand.
  • 4 Energy, 1 Card Play.

Opening A — Community-standard 🟨

T1 · Growth: Forced (Reclaim + 1 presence + 1E). T1 · Play: Gain Water OR Animal Minor (aligns with eventual heal path). Place first Healing Marker on R1.

T2 · Growth: Forced (1 presence + 2 presence). T2 · Play: Gain opposite-element Minor (flex for either heal path). Place Healing Marker on R2 (keeps Serene vs. Roiling open).

T3 · Growth: First optional row unlocks after Healing. Gain a Major. T3 · Play: Steve496 — “I’ve mostly been opening minor/minor/major and picking a healing card based on what direction those cards favor.” Animal/Beast Major → Roiling; push/downgrade Major → Serene. Commit heal at end of Spirit Phase.

T4–T5: Second Healing Card → Renew (control) or Taste of Ruin (fear).

Opening Decision

  • Default Opening A. Not many variants documented.

Card Priority Ratings

Top 5 Minor Draft Picks (Water + Animal)

#CardWhy
1Absorb Essence0-cost Water
2Call to Isolation0-cost Water + Animal
3Predatory Nightmares0-cost Animal
4Call to Bloodshed0-cost Animal
5Call of the DeepsWater + Animal

Top 5 Major Draft Picks (Blight-adder or Water/Animal)

#CardWhy
1DroughtBlight-adder; pair with gather-blight
2Poisoned LandBlight-adder
3Spill Bitterness Into the EarthBlight-adder
4Bargain of Coursing PathsAminar’s pick
5Insatiable Hunger of the SwarmAnimal multi-land

Adversary Matchup Matrix

AdversaryRatingNote
Habsburg Mining (High Surges)★★☆☆☆AP-heavy; drowns in double-build pre-heal
Most other matchups★★★☆☆[VERIFY] — coverage is thin

Game-Phase Strategy

Early (T1–T2)

  • Forced growth. Gather Minors matching planned heal.
  • Bleed 2 Presence + Forget 0 cards (or reverse) — 4 starting presence absorbs the early bleed.

Mid (T3–T6)

  • First Heal T3 (Roiling or Serene).
  • Second Heal T4–T5 (Renew or Taste of Ruin).
  • Major integration.

Late (T7+)

  • Path-specific closes.
  • Gather-blight AOE Major detonation.

Synergy Partners (Multiplayer)

  • Blight-location-sensitive partners: Keeper, Wildfire, Fangs, Serpent, Stone, Vengeance.

Common Mistakes

Named mistakes

  1. Over-committing to Serene alone — no fear generation.
  2. Forgetting the bleed trigger before first heal (most-cited bookkeeping slip).
  3. Failing to use the blight-gather — the hidden superpower.

Source Notes

  • Mechanics: data/references/wiki/wounded-waters-bleeding.json (Wiki-parsed 2026-04-23).
  • Openings: BGG thread 3141249.
  • Coverage: Thinnest of the NI spirits — treat as starting point, physical-copy verify.