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

Devouring Teeth Lurk Underfoot

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 taurunti’s obsidian-spiritisland notes + BGG thread 2924043. No Rei / latentoctopus / Phantaskippy coverage.

At a Glance

FieldValue
ExpansionHorizons of Spirit Island
ComplexityLow
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 5 · Control 2 · Fear 2 · Defense 1 · Utility 1
Primary ElementsFire · Animal (both innate all tiers) · Earth (L2+)
Special RulesTerritorial Aggression (+1 Damage to every damage-dealing Power — including Minors/Majors)
AspectsNone
HoSIYes — pairs with Base Minors + Majors
Wiki GuidesNone official; taurunti community notes

Spirit Overview — Framing

Devouring Teeth is a territorial ambush predator — Range-0 offensive spirit that walks itself to threats via its innate’s Gather threshold. Territorial Aggression gives +1 Damage to every damage-dealing Power, weaponizing the whole draft pool.

Wiki-printed playstyle note:

Range-0 aggressor. Innate Gathers the spirit into Invader lands; Territorial Aggression amplifies all damage.

Teaching role: demonstrates range-0 + mobility; small damage bumps compound.

Complexity signal: Low — appropriate for an onboarding spirit.

Starting Setup

Put 1 Presence on your starting board, in land #5. You start with your 4 Unique Power Cards and 0 Energy.

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

GrowthEffectsBest when
G1Reclaim + Add Presence (R0)Reclaim + stack
G2Gain 1 Power Card + Add Presence (R1)Card + close spread
G3Add Presence (R2) + +3 EnergySpread + energy

Presence Tracks

  • Energy: energy2 → fire → energy3 → energy4 → animal → energy6 → energy7
  • CP: card1 → card2 → animalX → fireX → card3 → earthX → card4

Starting income: 2 Energy, 1 Card Play.

Core Mechanics & Special Rules

Special Rule: Territorial Aggression

Your Damage-Dealing Powers do +1 Damage. (This adds +1 Damage total for the Power, even if the Power Damages multiple Invaders or “each Invader”. It can boost Minor/Major Power Cards, too, not just your Uniques + Innate.)

+1 Damage to every damage Power. A 1-damage Minor becomes 2-damage; a 3-damage City-killer becomes 4.

Innate: Death Approaches from Beneath the Surface

  • Speed: Slow · Range: 1 · Target: Invaders
LevelThresholdsEffect
11 Fire Fire + 1 Animal AnimalIf you don’t have Presence in target land, Gather 1 of your Presence. (Required.)
22 Fire Fire + 1 Earth Earth + 2 Animal Animal1 Damage. (+1 from Territorial Aggression)
33 Fire Fire + 1 Earth Earth + 3 Animal Animal2 Damage.
44 Fire Fire + 2 Earth Earth + 5 Animal Animal2 Fear. 4 Damage.

L1 is the mobility lever: Gather moves Teeth into the target land (required). L2+ adds damage with the +1 Territorial bonus.

Unique Cards (all 4, Wiki-verified)

[VERIFY cost/text via physical copy]:

  • Herd Towards the Lurking Maw — push Dahan; Defend utility.
  • Ferocious Rampage — multi-Invader damage.
  • Mark Territory with Scars and Teeth — Fast multi-Invader.
  • Gift of Furious Might (shared HoSI unique) — partner-amp or self-cast for easy City-kill.

Key Strategic Principles

  1. Fire + Animal — draft priority.
  2. Territorial Aggression multiplies drafts. Gold’s Allure, Quicken the Earth’s Struggles, Call to Guard are standouts per taurunti.
  3. Gather tier is required, not optional — this is the whole point of the innate.
  4. Gift of Furious Might is arguably the easiest City-killer in HoSI thanks to Territorial Aggression turning “3 Damage” into 4.
  5. Don’t draft Moon/Water out of excitement — they don’t fire the innate.

Possible Openings

Shared starting state

  • 1 Presence on land #5.
  • 4 Uniques in hand.
  • 2 Energy, 1 Card Play.

Opening A — taurunti Standard 🟨

T1 · Growth: G3 bot (+Presence 0, +Presence 1, +3E → 3E). T1 · Play: Herd Towards the Lurking Maw + Ferocious Rampage. Clears a freshly-explored land; Herd’s Defend-9-style utility is massive on a board with a Disease land or early T1 Build risk.

T2 · Growth: G2 top (Reclaim one + Gain Minor). T2 · Play: Mark Territory + Furious Rampage — hits L2 innate (2F+1E+2A) for 2 Damage + Gather 1, and Rampage deletes a Town.

T3+: Aim for 3rd card play (bottom-track presence removal). Gift of Furious Might for City-kill.

Opening B — Reclaim Loop 🟥

Cycle Herd+Rampage every 2 turns — simple but repetitive.

Opening Decision

  • Default Opening A — broad draft pool.
  • Opening B when learning the spirit; more predictable.

Card Priority Ratings

Top 10 Minor Draft Picks (Fire + Animal)

#CardWhy
1Gold’s Alluretaurunti’s top flag
2Quicken the Earth’s StrugglesFast, Sacred-Site, destroys a Town before Ravage (amplified by Territorial Aggression)
3Call to Guardcancels Build AND Escalation Town (BGG 2924043)
4Predatory Nightmares0-cost Animal
5Call to Bloodshed0-cost Animal
6Pyroclastic FrictionFire + Earth
7Visions of Fiery DoomFire-feeder
8Call to MigrateAir + Animal
9Rain of BloodFire + multi-element
10Dry Wood0-cost Fire

Top 5 Major Draft Picks

#CardWhy
1Tigers HuntingCheap Fire + Animal
2Angry BearsFire + Animal + Fear
3Pillar of Living FlameFire + board-wide
4Insatiable Hunger of the SwarmAnimal + multi-land
5Instruments of Their Own RuinFire + Animal multi-land

Adversary Matchup Matrix

AdversaryRatingNote
Brandenburg-Prussia★★★★☆+1 Damage helps kill extra T1 Town
England★★★☆☆Gather chases Coastal Land 1 Builds without range crutch
Sweden★★★☆☆[VERIFY]
Habsburg★★★☆☆[VERIFY]

Board / Map Configuration

Land #5 placement is fine on boards G and H (both have usable interior #5s).

Common Mistakes

Named mistakes

  1. Treating Herd as pure Defend — it’s push-Dahan, closer to Year of Perfect Stillness than real Defend.
  2. Ignoring the Gather-tier clause (“if you don’t have presence in target land”) — the whole point of the innate.
  3. Drafting Moon/Water Minors — don’t fire the innate.

Synergy Partners (Multiplayer)

  • Rising Heat of Stone and Sand — shared Fire (BGG reports T1 interior wipe via Gift of Furious Might + Blistering Heat -1 HP).
  • Lightning — grants Fast so Teeth’s Slow innate fires pre-Ravage.
  • Shadows Flicker Like Flame — shared Fire, quiet fear synergies.
  • Avoid Volcano if boards are tight (both want to be in Invader lands).

Source Notes

  • Mechanics: data/references/wiki/devouring-teeth-lurk-underfoot.json (Wiki-parsed 2026-04-23).
  • Openings: taurunti Guides + BGG 2924043.