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Rising Heat of Stone and Sand

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 2955905. No Rei / latentoctopus / Phantaskippy.

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 3 · Fear 1 · Defense 2 · Utility 3
Primary ElementsFire (all tiers) · Earth (L2/L3/L4) · Air (L1/L3/L4)
Special RulesBlistering Heat (Invaders at your Sacred Sites have −1 Health, min 1)
AspectsNone
HoSIYes
Wiki Guidestaurunti G3 Standard + BGG 2955905

Spirit Overview — Framing

Rising Heat is a weaken-and-destroy board controller — Blistering Heat gives Invaders −1 HP at your Sacred Sites (a party-wide damage multiplier helping every spirit’s damage cards at Heat’s Sacred Sites). The innate is one of the strongest HoSI innates — capable of wiping an entire land at tier 4.

Wiki-printed playstyle note:

Sacred-site damage multiplier + range-1 innate scaling. Teaches Sacred-Site management.

Teaching role: Sacred-Site management, range-1 planning, innate-centric play.

Starting Setup

Put 2 Presence on your starting board, in the highest-numbered Sands. You start with your 4 Unique Power Cards and 0 Energy.

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

GrowthEffectsBest when
G1Reclaim + Gain 1 Power Card + +1 EnergyReclaim cycle
G2Add Presence (R3 Mountain/Sands) × 2Spread across terrain
G3Gain 1 Power Card + Add Presence (R1) + +2 EnergyDefault opening — card + close spread + energy

Presence Tracks

  • Energy: energy1 → earth → energy2 → energy3 → fire → energy4 → energy5
  • CP: card1 → card2 → card2 → card3 → card4 → card5fire

Starting income: 1 Energy, 1 Card Play.

Core Mechanics & Special Rules

Special Rule: Blistering Heat

At your Sacred Site, Invaders have −1 Health (min. 1).

Party-wide damage multiplier. Every damage Power at a Heat Sacred Site hits harder. In multi-spirit, partners’ damage Powers benefit too.

Innate: Scorch with Waves of Heat

  • Speed: Slow · Range: 1 · Target: Any
LevelThresholdsEffect
12 Fire Fire + 2 Air Air2 Damage to Explorer only.
23 Fire Fire + 2 Earth Earth2 Damage.
34 Fire Fire + 1 Air Air + 3 Earth Earth2 Damage.
45 Fire Fire + 2 Air Air + 3 Earth Earth1 Damage to each Invader.

Tier 4 is the city-clearer — only needs a single Earth-heavy Minor on top of Uniques at 1E/5P.

Unique Cards (all 4, Wiki-verified names)

  • Sweltering Exhaustion — S-tier skip card; prevents Build.
  • Call on Herders for Aid — flexibility.
  • Stinging Sandstorm — push/damage utility.
  • Gift of Searing Heat (shared HoSI unique) — 1 Damage at Sacred Sites across the table.

Key Strategic Principles

  1. Fire + Earth drafts. Earth comes from tracks; Fire comes from Minors.
  2. Sweltering Exhaustion is S-tier — Range-2 from Sacred Site; skips Builds.
  3. 0-cost cards are king. Starting 0E is tight.
  4. Sacred Site placement drives Sweltering Exhaustion reach. Plan inland coverage.
  5. In multi-spirit, give Gift of Searing Heat to the right ally — amplified by Blistering Heat.

Possible Openings

Shared starting state

  • 2 Presence in highest Sands.
  • 4 Uniques in hand.
  • 0 Energy, 1 Card Play.

Opening A — Standard G3 🟨 (default)

T1 · Growth: G3 + Minor (Fire priority — ~93% hit rate by 4 drafts). T1 · Play: Call on Herders + any; hits innate L1 (2F/2A).

T2 · Growth: G3 + Minor. T2 · Play: Aim for tier-2 (F3/E2 → 2 Damage).

T3 · Growth: G3 + Minor, or swap to G2 bot/bot for 4 plays.

T4 · Growth: G1 Reclaim + Minor.

Opening B — Fast Tempo 🟥

Skip G3 for early Minor spam; faster board presence.

Opening C — Early Major 🟥

Grab a Major by T3 on big Energy gain — Earth-rich presence makes this cheap.

Opening Decision

  • Default Opening A — most consistent.
  • Opening B / C for experienced players.

Card Priority Ratings

Top 10 Minor Draft Picks (Fire + Earth)

#CardWhy
1Pyroclastic FrictionFire + Earth
2Dry Wood0-cost Fire
3Visions of Fiery DoomMoon + Fire
4Rain of BloodMoon + Fire + Water
5Quicken the Earth’s Struggles0-cost Earth
6Pull Beneath the Hungry Earth0-cost Moon + Earth
7Call of the Dahan WaysEarth-feeder
8Sap Their StrengthEarth + Moon
9Elemental Boon0-cost Sun/Moon/Fire/Air
10Drift Down to Rest0-cost Air + Plant

Top 5 Major Draft Picks

#CardWhy
1Pyroclastic FlowFire + Earth multi-land
2Volcanic EruptionLate-game closer
3Tigers HuntingCheap Fire
4Infinite VitalityFire + Plant
5Pillar of Living FlameFire + board-wide

Adversary Matchup Matrix

AdversaryRatingNote
Brandenburg-Prussia★★★★☆Blistering Heat −1 HP means Town dies to L1 innate
England★★★☆☆Place Sacred Sites inland to block Builds via Sweltering
Sweden★★★☆☆[VERIFY]
Others★★★☆☆[VERIFY]

Board / Map Configuration

Best: G (5 adjacent starting positions from highest-Sands — ideal G3 range). H mid — workable.

Common Mistakes

Named mistakes

  1. Overspending Energy. 0-cost cards are king.
  2. Accepting 1 Damage from Gift of Searing Heat — always have a Defend or presence-safe target.
  3. Sacred Site placement ignoring Sweltering Exhaustion’s range-2 reach. Plan inland coverage.
  4. Pushing AND killing the same Explorer — wasted tempo.

Synergy Partners (Multiplayer)

  • Finder of Paths Unseen — shared interest in tall problem lands + skip effects.
  • Bringer of Dreams and Nightmares — Blistering Heat’s lower-HP mobs die easier to fear-kill Fear cards.
  • Lightning — makes slow innate Fast.
  • Weaker with pure defenders — Heat wants Invaders alive long enough to Sacred-Site them.

Source Notes