Keyboard shortcuts

Press or to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

Wounded Waters Bleeding

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
ExpansionNature Incarnate
ComplexityHigh
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 4 · Control 5 · Fear 2 · Defense 1 · Utility 1
Primary ElementsWater, Animal, Plant, Fire (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Starts off wounded, losing a Presence or a Power Card every turn. Heals over the course of the game, finding a new nature - while some choices may be a touch better or worse due to Adversary, Power Card picks, teammates, etc., most combinations are viable in most games. Benefits from careful Presence placement, both due to losing Presence and because some if its Unique Powers must target from lands with Blight.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

On your starting board, put 2 Presence in a land with Blight, then put 2 Presence and 1 Blight 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.
Set your 4 Healing Cards nearby.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=energy1
G2first=gain1p, second=addpresence2
G3first=addpresence3, second=energy3, third=adddestroyedpresence1

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

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 Simpleanimal you have more of. (You break ties.) * You may then Claim a Healing Card if you meet its requirements. (You can claim your first Healing Card on Turn 3.) * Then Destroy 1 Presence or Forget a Power Card (unless a Healing Card just removed this rule).

Innate: SWIRL AND SPILL

  • Speed: slow · Range: 1 · Target: any
LevelThresholdsEffect
12 Water WaterPush up to 2 Explorer Explorer/Dahan/Blight.
23 Water Water + 1 Animal Animal1 Fear Fear. Push up to 2 Town 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 Fear. 1 Damage. Push 1 Dahan Dahan.
21 Water Water + 3 Animal Animal1 Damage. Add 1 Beasts.
32 Fire Fire + 2 Water Water + 5 Animal Animal1 Fear Fear. 4 Damage. Add 1 Disease.

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 Wounded Waters Bleeding’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/wounded-waters-bleeding.json for full scoring + reasons.

  • Primary elements (innate-weighted): Animal (wt 6.3), Water (wt 6.3), Plant (wt 0.6)
  • Mid-game energy estimate (T3–T5 avg): 5.0E
  • Power summary: Offense 4 · Control 5 · Fear 2 · Defense 1 · Utility 1

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Weep for What is Lost0SlowFire, Water, Animal1 Fear Fear per type of Invader present. Push up to 1 Explorer Explorer/Town per Blight.elements animal+fire+water → 13.2
2Call to Tend1SlowWater, Plant, AnimalRemove 1 Blight Blight. OR Push up to 3 Dahan Dahan.elements animal+plant+water → 13.2
3Call of the Dahan Ways1SlowMoon, Water, AnimalReplace 1 Explorer Explorer with 1 Dahan Dahan.elements animal+water → 12.6
4Blood Draws Predators1FastSun, Fire, Water, AnimalAfter the next time Invaders are Destroyed in target land: Add 1 Beasts, then 1 Damage pe…elements animal+fire+water → 13.2
5Fleshrot Fever1SlowFire, Air, Water, Animal1 Fear Fear. Add 1 Disease.elements animal+fire+water → 13.2
6Infested Aquifers1SlowMoon, Water, Earth, AnimalIf target land has any Disease, 1 Damage to each Invader. OR If target land is a Moun…elements animal+water → 12.6
7Mesmerized Tranquility0FastWater, Earth, AnimalIsolate target land. Each Invader does -1 Damage.elements animal+water → 12.6
8Teeming Rivers1SlowSun, Water, Plant, AnimalIf target land has no Blight, add 1 Beasts. If target land has exactly 1 Blight Blight, Remove i…elements animal+plant+water → 13.2
9Rain of Blood0SlowAir, Water, Animal2 Fear Fear. If target land has at least 2 Towns Town/Cities, 1 Fear Fear.elements animal+water → 12.6
10Sap the Strength of Multitudes0FastWater, AnimalDefend 5.elements animal+water → 12.6

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Ravaged Undergrowth Slithers Back to Life3SlowWater, Plant, AnimalReplace 1 Blight Blight with 1 Wilds.
1 Fear Fear. 3 Damage.
Push that Wilds.
elements animal+plant+water → 13.2
2Flocking Red-Talons3FastAir, Water, Plant, AnimalAdd 1 Beasts. Move up to 2 Beasts within 3 Range to target land. For each Beasts present,…elements animal+plant+water → 13.2
3Dissolve the Bonds of Kinship4SlowFire, Water, AnimalReplace 1 City City with 2 Explorers Explorer. Replace 1 Town Town with 1 Explorer Explorer. Replace 1 Dahan Dahan with 1 E…elements animal+fire+water → 13.2
4Inspire the Release of Stolen Lands4SlowSun, Water, Plant, AnimalGather up to 3 Dahan Dahan. Remove up to 3 Health worth of Invaders per Dahan.elements animal+plant+water → 13.2
5Plague Ships Sail to Distant Ports4FastFire, Air, Water, Animal1 Fear Fear. Add 4 Disease among Coastal lands (on any boards) other than target land.elements animal+fire+water → 13.2

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Wounded Waters Bleeding 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)
Skies Herald the Season of Returndestroys Presence
Devouring Antsdestroys Dahan
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Renewing Boondestroys Presence
Insatiable Hunger of the Swarmadds Blight
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Pillar of Living Flameadds Blight
Pyroclastic Flowadds Blight
Blazing Renewaldestroys Presence
Draw Towards a Consuming Voiddestroys Presence
The Jungle Hungersdestroys Dahan
Solidify Echoes of Majesty Pastdestroys Presence
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/wounded-waters-bleeding.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: On your starting board, put 2 Presence in a land with Blight, then put 2 Presence and 1 Blight 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.
    Set your 4 Healing Cards nearby.
  • Starting income (from presence_energy_track[0] = blank, presence_cardplay_track[0] = energy0card1): 3 Energy · 0 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); energy1 ((track slot showing 1 Energy))
  • G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence2 (Place 1 Presence from a track (Range 2))
  • G3: addpresence3 (Place 1 Presence from a track (Range 3)); energy3 ((+3 Energy this turn — growth effect, not track reveal)); adddestroyedpresence1 ((spirit-specific: adddestroyedpresence1 — 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

blank · blank · blank · blank · energy3 · energy4fireorplant · energy5any — income as slots reveal: blank → blank → blank → blank → 3 → 4 → 5

Card-play track

energy0card1 · wateroranimal · gatherblight · energy1card2 — CP as slots reveal: energy0card1 → wateroranimal → gatherblight → energy1card2

Innate Powers

  • SWIRL AND SPILL (Speed: Slow · Range: 1 · Target: any)
    • L1 — 2 Water Water: Push up to 2 Explorer Explorer/Dahan/Blight.
    • L2 — 3 Water Water + 1 Animal Animal: 1 Fear Fear. Push up to 2 Town Town/Presence/Beasts.
    • L3 — 5 Water Water + 2 Plant Plant + 2 Animal Animal: In one land pushed into, Downgrade all Town and all City.
  • SANGUINARY TAINT (Speed: Slow · Range: 1 · Target: any)
    • L1 — 2 Animal Animal: 1 Fear Fear. 1 Damage. Push 1 Dahan Dahan.
    • L2 — 1 Water Water + 3 Animal Animal: 1 Damage. Add 1 Beasts.
    • L3 — 2 Fire Fire + 2 Water Water + 5 Animal Animal: 1 Fear Fear. 4 Damage. Add 1 Disease.

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)

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????

Strategy Cliffs — per-adversary-level shifts that change Wounded Waters Bleeding’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Wounded Waters Bleeding’s profile (Fear 2, Offense 4, Control 5, Defense 1, Utility 1).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Wounded Waters Bleeding: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Wounded Waters Bleeding: Front-load coastal defense or disruption before T3’s first Ravage.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Wounded Waters Bleeding: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Wounded Waters Bleeding: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

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.