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Fathomless Mud of the Swamp

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 notes + Aaron Stevens BGG thread 2959811. 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 3 · Control 2 · Fear 3 · Defense 3 · Utility 2
Primary ElementsWater (both tiers) · Moon · Earth · Plant (L3)
Special RulesOffer No Firm Foundations (Builds at Sacred Sites add Explorer instead of Town/City)
AspectsNone
HoSIYes
Wiki Guidestaurunti Mixed + Aaron Stevens BGG 2959811

Spirit Overview — Framing

Mud is a slow oozing blight-control / anti-Build spirit — Offer No Firm Foundations makes Builds at your Sacred Sites add Explorers instead of Towns/Cities (a soft Control lock). The innate moves presence onto new lands — every turn Mud is physically repositioning its Sacred Sites while inflicting Fear + Damage + Push.

Wiki-printed playstyle note:

Presence-in-motion mechanic. Breaks new-player expectations about Sacred Sites being static.

Teaching role: unusual presence-mobility; introduces “Sacred Sites move with the spirit.”

Starting Setup

Put 2 Presence on your starting board, in the lowest-numbered Wetland. You start with your 4 Unique Powers and 0 Energy.

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

GrowthEffectsBest when
G1Reclaim + Add Presence (R0)Reclaim + stack
G2Add Presence (R1) + Add Presence (R1)Double-R1 spread
G3Gain 1 Power Card + Add Presence (R2) + +2 EnergyCard + spread + energy

Presence Tracks

  • Energy: energy1 → plant → energy2 → energy3 → water → energy4 → energy5
  • CP: card1 → card2 → earthX → card3 → moonX → card4

Starting income: 1 Energy, 1 Card Play.

Core Mechanics & Special Rules

Special Rule: Offer No Firm Foundations

At your Sacred Site, Build actions add Explorer instead of Town/City.

Soft Build-prevention — Builds at your sacred sites add an Explorer instead of a Town/City. Every Build turn where a Sacred Site catches a Build = free Fear-upgrade loss prevention.

Innate: Spreading and Dreadful Mire

  • Speed: Slow · Range: 1 · Target: Invaders
LevelThresholdsEffect
11 Water WaterMove 1 Presence from the origin Sacred Site to target land. (Required.)
21 Moon Moon + 2 Water Water + 1 Earth Earth1 Fear. 1 Damage. Push 1 Dahan.
32 Moon Moon + 3 Water Water + 2 Earth Earth1 Fear. 1 Damage. Push 1 Dahan.
43 Moon Moon + 4 Water Water + 3 Earth Earth + 2 Plant Plant2 Damage.

L1 move is mandatory — you move 1 presence off the Sacred Site whether you like it or not, potentially collapsing it. Plan placements.

Unique Cards (all 4, Wiki-verified names)

  • Intractable Thickets and Thorns
  • Open Shifting Waterways
  • Exaltation of Tangled Growth
  • Foul Vapors and Fetid Muck

Key Strategic Principles

  1. Moon + Water is the spine. Earth caps the innate. Only 2 starting cards have Moon — priority draft.
  2. Every Ravage turn, keep one Sacred Site under a Build land so Offer No Firm Foundations downgrades a Town/City to an Explorer.
  3. L1 move is required. Plan presence so the move lands usefully.
  4. Majors are viable via Exaltation (Aaron Stevens BGG 2959811).
  5. Drop a Dahan defensively via Open Shifting Waterways — shift presence to a future innate target.

Possible Openings

Shared starting state

  • 2 Presence in lowest Wetland.
  • 4 Uniques in hand.
  • 0 Energy, 1 Card Play.

Opening A — taurunti Mixed 🟨

T1 · Growth: G2 (top/top). T1 · Play: Open Shifting Waterways — place Dahan defensively + shift presence. Use innate to reposition.

T2 · Growth: G3 bot (+P1, +P1, +2E). T2 · Play: Minor + Unique (Exaltation or Foul Vapors). Grow into the shifted land to refresh Sacred-Site coverage.

T3 · Growth: G2 bot/bot, play all cards.

T4 · Growth: G1 Reclaim top (keep hand intact, reset energy curve) unless you need extra Moon for innate upgrade.

Target: Sustain innate L2 (M1/W2/E2) every turn after T4.

Opening Decision

  • Default Opening A — Aaron Stevens’ “goal build” approach works here.

Card Priority Ratings

Top 10 Minor Draft Picks (Moon + Water + Earth)

#CardWhy
1Absorb Essence0-cost Water
2Purify the Land0-cost Moon + Water
3Call of the DeepsWater + Animal
4Drifting Into StillnessMoon + Plant
5Pull Beneath the Hungry Earth0-cost Moon + Earth
6Call to Isolation0-cost Water
7Gift of ProliferationPlant + Water
8Ravaged Undergrowth Slithers BackWater + Earth + Plant
9Rain of BloodMoon + Fire + Water
10Strange Tales of the SkyMoon + Air

Top 5 Major Draft Picks

#CardWhy
1TsunamiWater + Earth + Moon
2Melt Earthen FleshMoon + Earth
3Manifest IncarnationMoon + Water
4Trees Radiate Ancient SanctityMoon + Plant
5Dream of the Untouched LandMoon + Plant

Adversary Matchup Matrix

AdversaryRatingNote
Brandenburg-Prussia★★★★☆Offer No Firm Foundations blunts Build spam
Russia★★☆☆☆Hard — Dahan-friendly Fear Cards clash; Dahan-push
England★★★☆☆[VERIFY]
Others★★★☆☆[VERIFY]

Board / Map Configuration

Best: interior Wetlands near mixed terrain. Board H’s Wetland layout is excellent.

Common Mistakes

Named mistakes

  1. Forgetting L1 innate is mandatory — you move 1 presence off Sacred Site collapsing it.
  2. Placing Sacred Sites far from Build lands — Offer No Firm Foundations never triggers.
  3. Panicking at T1/T2 when only hitting tier 1–2 — don’t draft Fire cards that don’t fire the innate.

Synergy Partners (Multiplayer)

  • Ocean’s Hungry Grasp — pushes Explorers (downgraded by Mud’s Offer) into coastline.
  • Serpent Slumbering — Explorer-wipe utility.
  • Lightning — speeds up slow innate.
  • Avoid Volcano — destroys Dahan Mud just placed.

Source Notes