Ocean’s Hungry Grasp
Card data, innate thresholds, special rules, growth options, presence track, and unique-card text below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.
Strategic framing paraphrased from Antistone BGG openings thread 1970506.
| Field | Value |
|---|---|
| Expansion | Base Game |
| Complexity | High |
| Play Difficulty | 3 [VERIFY physical spirit panel] |
| Growth type | “one” — pick one growth per turn (bundled) |
| Power summary (1–5) | Offense 5 · Control 4 · Fear 4 · Defense 3 · Utility 2 |
| Primary Elements | Water (both innates) · Earth (Ocean Breaks the Shore) · Moon (Pound Ships) · Air (Pound Ships L3) |
| Special Rules | Ocean in Play (inland-forbidden; oceans = Coastal Wetlands on your boards; Drown pieces) + Drowning (exchange Invader HP for Energy) |
| Aspects | None |
| Rei’s Guide | Not covered |
| latentoctopus | Not listed |
| BGG | Antistone thread 1970506 |
Spirit Overview — Framing
Ocean is the coastal-only drown machine — presence lives in oceans + coastal lands, and every Invader pushed into your ocean converts to Energy via the Drowning rule. Ocean’s special rules restructure the board for your spirit: on boards where you have Presence, oceans are treated as Coastal Wetlands.
Wiki-printed playstyle note:
Inland-forbidden spirit with ocean-based presence. Drown Invaders for Energy; multi-board spread via shared oceans.
Identity in one line: coast-locker, drown-fueler, multi-board presence via shared oceans in 3–4p.
Complexity signal: High is correct. Inland-forbidden is a hard constraint; multi-board spread via oceans is a mid-game pivot that needs rehearsal; Drowning-to-Energy conversion is its own sub-economy.
Starting Setup
Put 2 Presence onto your starting board: 1 in the Ocean, and 1 in a Coastal land of your choice.
Growth Options (growthtype: “one” — pick one per turn)
| Growth | Effects | Best when |
|---|---|---|
| G1 | Reclaim + Gain 1 Power Card + Ocean-Gather (forced 1 presence into each ocean) | Default Reclaim turn |
| G2 | Ocean-add × 2 + +1 Energy | Spread into 2 oceans; mid-game + energy |
| G3 | Gain 1 Power Card + Ocean-add + Ocean-push (multi-board spread) | Card + 4th-board push |
Presence Tracks
- Energy track (7 slots):
energy0 → moon → water → energy1 → earth → water → energy2- 0E → +Moon marker → +Water marker → 1E → +Earth marker → +Water marker → 2E
- Card-play track (6 slots):
card1 → card2 → card2 → card3 → card4 → card5- 1 CP → 2 CP → 2 CP → 3 CP → 4 CP → 5 CP
Starting income: 0 Energy, 1 Card Play. Ocean is deeply energy-starved early — the Drowning-to-Energy conversion is how you stay afloat.
Core Mechanics & Special Rules
Special Rule: Ocean in Play
You may add/move Presence into Oceans, but may not add/move Presence into Inland lands. On boards where you have 1 or more Presence, Oceans are treated as Coastal Wetlands for Spirit Powers and Blight. You Drown any Invaders or Dahan moved to those Oceans.
Hard placement constraint + ocean-as-Wetland clause.
Special Rule: Drowning
Destroy Drowned pieces, placing Drowned Invaders here. At any time you may exchange (X) Health of these Invaders for 1 Energy. (1 Explorer = 1 HP; 1 Town = 2 HP; 1 City = 3 HP.)
Invaders pushed into your oceans → Drowned pile → exchange HP for Energy at any time. Partner-pushed Invaders count (tell allies!).
Innate: Pound Ships to Splinters
- Speed: Fast · Range: 0 · Target: Coastal
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 1 | 1 Fear. |
| 2 | 2 | +1 Fear. |
| 3 | 3 | +2 Fear. |
Innate: Ocean Breaks the Shore
- Speed: Slow · Range: 0 · Target: Coastal
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 2 | Drown 1 Town. |
| 2 | 3 | You may instead Drown 1 City. |
| 3 | 4 | Also, Drown 1 Town / City. |
L1 requires a coastal Town in range 0 — only your starting coastal land. Adversary setups (Prussia, France 3, England) provide one; Sweden does not.
Unique Cards (all 4, Wiki-verified)
Call of the Deeps
- 0 Energy · Fast · Range 0 · Coastal Land · Moon, Air, Water
- Gather 1 Explorer. If target land is the Ocean, you may Gather another Explorer.
0-cost Fast Explorer-drain into your ocean. Triggers Pound Ships L1 + Drowning-Energy gain.
Grasping Tide
- 1 Energy · Fast · Range 1 · Coastal Land · Moon, Water
- 2 Fear. Defend 4.
Fast Defend with Fear. Moon + Water — element-primes Pound Ships.
Swallow the Land-Dwellers
- 0 Energy · Slow · Range 0 · Coastal Land · Water, Earth
- Drown 1 Explorer, 1 Town, and 1 Dahan.
0-cost triple-Drown. Water + Earth primes Ocean Breaks the Shore L1. Watch out: Drowns your own Dahan too.
Tidal Boon
- 1 Energy · Slow · No Range · Another Spirit · Moon, Water, Earth
- Target Spirit gains 2 Energy and may Push 1 Town and up to 2 Dahan from one of their lands. If Dahan are pushed to your Ocean, you may move them to any Coastal land instead of Drowning.
Ally gift: +2 Energy + Push-for-partner + Dahan redirect (avoid Drowning own Dahan). The signature Ocean ally card.
Key Strategic Principles
- Water + Earth are load-bearing. Both innates key off them.
- Drowning = energy economy. Every pushed Invader becomes fuel.
- Tell allies to push Invaders into your oceans. Free Energy + free Drowning.
- Multi-board via oceans in 3–4p. Use G3 to spread presence across boards.
- Ocean Breaks the Shore L1 is a T1 target if adversary provides coastal Town.
- Sweden is the worst matchup — no coastal Town at most levels.
- Swallow the Land-Dwellers Drowns Dahan. Don’t play on Dahan-present lands.
Possible Openings
Shared starting state
- 2 Presence — 1 Ocean, 1 Coastal land.
- 4 Uniques in hand: Call of the Deeps (0E Fast, Moon/Air/Water), Grasping Tide (1E Fast, Moon/Water), Swallow the Land-Dwellers (0E Slow, Water/Earth), Tidal Boon (1E Slow, Moon/Water/Earth).
- Starting income: 0 Energy, 1 Card Play.
Opening A — Antistone’s Standard 🟨 (default)
T1 · Growth: G2 bottom (2 presence in oceans, +1 Energy). T1 · Play (1E, 1 CP): Call of the Deeps + Tidal Boon.
- Triggers Pound Ships L1 (1 Moon + 1 Air + 2 Water) + Ocean Breaks the Shore L1 (2 Water + 1 Earth) if coastal Town present.
- Pause-point: Ocean Breaks the Shore is Range 0 — only targetable in your starting coastal land. Requires a coastal Town there. If Sweden or similar: skip.
T2 · Growth: Push presence from ocean into a coastal land; place 1 bottom; gain Minor. T2 · Play: Grasping Tide + Swallow the Land-Dwellers + new Minor.
- In 4P, push into coastal land adjacent to 4th board, then place onto 4th board — presence on all boards.
T3 · Growth: G1 Reclaim (forced Ocean-Gather into each ocean where possible). T3 · Play: New hand from Reclaim.
T4 target: Settled into the high-tide/low-tide cycle; Reclaim cycles with ocean-gather; presence on multiple boards; innate triggers sustained.
Opening B — Growth-stacking (497328) 🟥
G2/G2/G3 sequence — energy-energy, plays-plays, plays. Makes elements easier (free moon + water) + realistic 4-fear Pound Ships L3. But T1–T3 card-play economy is awkward (Boon alone T1 → Call+Tide T2 → Swallow+Minor T3). Best in 4p where you want presence on all boards fast.
Opening Decision
- Default Opening A vs. Prussia, France 3, England (coastal-Town adversaries).
- Opening B in 4P when spread matters more than T1 Drown.
- Don’t pick Ocean vs. Sweden at most levels.
Card Priority Ratings
Uniques — Ocean-specific ranking
- Tidal Boon — ally-amp + Dahan-redirect.
- Call of the Deeps — 0-cost Fast Drown-fuel.
- Swallow the Land-Dwellers — triple-Drown 0-cost.
- Grasping Tide — Fast Defend + Fear.
Top 10 Minor Draft Picks (Water > Earth > Moon)
| # | Card | Cost | Speed | Elements | Why |
|---|---|---|---|---|---|
| 1 | Absorb Essence | 0 | Fast | Water | 0-cost Water |
| 2 | Call to Isolation | 0 | Slow | Water, Animal | 0-cost Water |
| 3 | Gift of Proliferation | 1 | Fast | Plant, Water | Water + utility |
| 4 | Purify the Land | 0 | Slow | Moon, Water, Plant | 0-cost Water + Blight |
| 5 | Sea Monsters | 2 | Slow | Moon, Water, Animal | Water + Moon |
| 6 | Pull Beneath the Hungry Earth | 0 | Slow | Moon, Earth | 0-cost Earth |
| 7 | Quicken the Earth’s Struggles | 0 | Slow | Earth, Plant, Animal | 0-cost Earth |
| 8 | Call to Bloodshed | 0 | Slow | Moon, Animal | 0-cost Moon |
| 9 | Travel Unsuspected | 1 | Fast | Air, Water | Water + Air |
| 10 | Ravaged Undergrowth Slithers Back | 0 | Slow | Water, Earth, Plant | 0-cost Water + Earth |
Top 5 Major Draft Picks
| # | Card | Cost | Speed | Elements | Why |
|---|---|---|---|---|---|
| 1 | Tsunami | 7 | Slow | Moon, Water, Earth | Water + Earth triple-prime |
| 2 | Dissolve Into Mist | 4 | Fast | Air, Water | Water-feeder |
| 3 | Manifest Incarnation | 3 | Fast | Moon, Plant, Animal, Water | Water + utility |
| 4 | Flow Like Water, Reach Like Air | 2 | Fast | Sun, Air, Water | Water + cheap |
| 5 | Cast Down into the Briny Deep | 5 | Slow | Sun, Moon, Water | Water + Moon |
Cards to Avoid
| Card | Reason |
|---|---|
| Inland-only effects | Placement constraint |
| Pure-Animal Minors | Off-axis |
Adversary Matchup Matrix
| Adversary | Opening | Rating | Matchup note |
|---|---|---|---|
| Brandenburg-Prussia | A | ★★★★☆ | Extra coastal Town land 3 — perfect T1 Ocean Breaks setup |
| England | A | ★★★☆☆ | Coastal Cities scale with Ocean’s drown path |
| France-Plantation | A | ★★★☆☆ | Coastal Town at L3+ |
| Scotland | A | ★★★☆☆ | [VERIFY] — L1 Trading Port errata interaction |
| Russia | A | ★★☆☆☆ | [VERIFY] |
| Sweden | — | ★☆☆☆☆ | Worst matchup — no coastal Town at most levels; avoid |
| Habsburg Mining | A | ★★★☆☆ | [VERIFY] |
| Habsburg Livestock | A | ★★☆☆☆ | [VERIFY] |
Board / Map Configuration
Board D bonus: if Wetlands get explored during setup, Call of the Deeps can Gather 2 Explorers into the ocean T1 instead of 1.
Otherwise board-selection priority: boards with coastal Towns at setup + adjacent-to-partner-board oceans (for multi-board spread in 3–4p).
Game-Phase Strategy
Early (T1–3)
- Call of the Deeps every turn; drown Explorers.
- Ocean Breaks the Shore L1 on coastal Towns.
- Tidal Boon gift to partner for energy.
Mid (T4–6)
- Multi-board spread via G3 ocean-push.
- Drowning-Energy conversion funds Majors.
- Pound Ships L2 reliable.
Late (T7+)
- Ocean Breaks the Shore L2/L3 — City drown.
- Pound Ships L3 — big Fear per turn.
- Tsunami / Cast Down Majors.
Synergy Partners (Multiplayer)
- Push-based partners — Thunderspeaker, Lightning (Harbingers Push), Keeper (Spreading Wilds Push) — funnel Invaders into your oceans.
- Tidal Boon targets — Lightning, Major-drafters need the Energy gift.
- Coastal-adjacent boards — board select for shared ocean access.
Common Mistakes
- Forgetting Ocean Breaks the Shore is Range 0. Common T1 trap — no coastal Town in setup = no target.
- Pushing presence before placing in 4P Growth. Steps are ordered.
- Swallow the Land-Dwellers on Dahan lands. Drowns your own.
- Not telling allies — moving Invaders into your oceans = free Energy.
- Reclaiming without planning forced ocean-gather. Can strand presence.
Tempo Profile
| Turn | Target state |
|---|---|
| 1 | G2 + Call + Tidal Boon; both innates L1 fire |
| 2 | G2/G3 + Grasping Tide + Swallow + Minor; multi-board spread |
| 3 | G1 Reclaim; Ocean-Gather mandatory |
| 4+ | High-tide/low-tide cycle; Drowning-Energy feeds Majors |
Source Notes
- Mechanics:
data/references/wiki/ocean-hungry-grasp.json(Wiki-parsed 2026-04-23). - Openings: Antistone BGG 1970506.