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Rising Heat of Stone and Sand

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
ExpansionHorizons of Spirit Island
ComplexityLow
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 5 · Control 3 · Fear 1 · Defense 2 · Utility 3
Primary ElementsFire, Air, Earth (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Weaken-and-Destroy. Likes having Sacred Site where there’s Town/City, as it makes all Spirits’ Damage more effective there. Has an easier time setting up Sacred Site in Sands and Mountains, but can do so in any terrain with a bit more time.

Strategic framing [VERIFY: enhance with play experience].

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 (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=energy1
G2first=addpresence3ms, second=addpresence3ms
G3first=gain1p, second=addpresence1, third=energy2

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: energy1, earth, energy2, energy3, fire, energy4, energy5
  • Card-play track: card1, card2, card2, card3, card4, card5fire

Core Mechanics & Special Rules

Special Rule

BLISTERING HEAT At your Sacred Site, Invaders have -1 Health (min. 1).

Innate: SCORCH WITH WAVES OF HEAT

  • Speed: slow · Range: 1 (optionally from a sacred site) · 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.

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 Rising Heat of Stone and Sand’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/rising-heat-of-stone-and-sand.json for full scoring + reasons.

  • Primary elements (innate-weighted): Fire (wt 6.3), Earth (wt 3.0), Air (wt 2.7)
  • Mid-game energy estimate (T3–T5 avg): 4.0E
  • Power summary: Offense 5 · Control 3 · Fear 1 · Defense 2 · Utility 3

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Desiccating Winds1SlowFire, Air, EarthIf target land has Badlands, 1 Damage. Add 1 Badlands.elements air+earth+fire → 12.0
2Steam Vents1FastFire, Air, Water, EarthDestroy 1 Explorer Explorer.elements air+earth+fire → 12.0
3Hazards Spread Across the Island0FastFire, Air, Earth, PlantChoose a type of token from Badlands/Beasts/Disease/Strife/Wilds that exists in an adjace…elements air+earth+fire → 12.0
4Rouse the Trees and Stones1SlowFire, Earth, Plant2 Damage. Push 1 Explorer Explorer.elements earth+fire → 9.3
5Drought1SlowSun, Fire, EarthDestroy 3 [[Towns]]. 1 Damage to each [[Town]]/[[City]]. Add 1 [[Blight]].elements earth+fire → 9.3
6Unquenchable Flames1SlowMoon, Fire, Earth1 Fear Fear. 1 Damage to Towns/Cities. Invaders do not heal Damage at end of turn.elements earth+fire → 9.3
7Call to Ferocity0SlowSun, Fire, EarthGather up to 3 Dahan Dahan. OR If target land has Dahan, 1 Fear Fear and Push 1 Explorer Explorer and 1 T…elements earth+fire → 9.3
8Gold’s Allure0SlowFire, Earth, AnimalGather 1 Explorer Explorer and 1 Town Town. Add 1 Strife.elements earth+fire → 9.3
9Dry Wood Explodes in Smoldering Splinters1SlowFire, Air, PlantYou may spend 1 Energy to make this Power Fast. 2 Fear Fear. 1 Damage.elements air+fire → 9.0
10Purifying Flame1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…elements air+fire → 9.0

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+earth+fire → 12.0
2Pyroclastic Flow3FastFire, Air, Earth2 Damage. Destroy all Explorers. If target land is a Jungle or Wetland, add 1 Blight Blight.elements air+earth+fire → 12.0
3Forests of Living Obsidian4SlowSun, Fire, Earth, PlantAdd 1 Badlands. Push all Dahan. 1 Damage to each Invader. If the origin land is your Sacr…elements earth+fire → 9.3
4The Land Thrashes in Furious Pain4SlowMoon, Fire, Earth2 Damage per Blight. For each Blight in adjacent lands, 1 Damage (in target land).elements earth+fire → 9.3
5Rumbling Earthquakes6SlowFire, EarthThis Power ignores Health bonuses.
3 Fear Fear. 6 Damage, to Towns/Cities only.
6 Dama…
elements earth+fire → 9.3

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Rising Heat of Stone and Sand 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.

CardTypeCostSpeedElementsEffect (truncated)
Visions of Fiery DoomMinor1FastMoon, Fire1 Fear Fear. Push 1 Explorer Explorer/Town.
DroughtMinor1SlowSun, Fire, EarthDestroy 3 [[Towns]]. 1 Damage to each [[Town]]/[[City]]. Add 1 [[Blight]].
Purifying FlameMinor1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…
Indomitable ClaimMajor4FastSun, EarthAdd 1 Presence in target land even if you normally could not due to land type. Defend 20.
Encompassing WardMinor1FastSun, Water, EarthTarget Spirit provides Defend 2 in each of its lands.
Talons of LightningMajor6FastFire, Air3 Fear Fear. 5 Damage.
Land of Haunts and EmbersMinor0FastMoon, Fire, Air2 Fear Fear. Push up to 2 Explorers Explorer/Towns. If Blight is present, 2 Fear Fear and Push up to 2 Explo…

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Skies Herald the Season of Returndestroys Presence
Pyroclastic Flowadds Blight
Blazing Renewaldestroys Presence
Pillar of Living Flameadds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Insatiable Hunger of the Swarmadds Blight
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Draw Towards a Consuming Voiddestroys Presence
The Jungle Hungersdestroys Dahan

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/rising-heat-of-stone-and-sand.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: Put 2 Presence on your starting board, in the highest-numbered Sands. You start with your 4 Unique Power Cards and 0 Energy.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 Energy · 1 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: addpresence3ms ((spirit-specific: addpresence3ms — consult spirit panel)); addpresence3ms ((spirit-specific: addpresence3ms — consult spirit panel))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence1 (Place 1 Presence from a track (Range 1)); energy2 ((track slot showing 2 Energy))

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

energy1 · earth · energy2 · energy3 · fire · energy4 · energy5 — income as slots reveal: 1 → earth → 2 → 3 → fire → 4 → 5

Card-play track

card1 · card2 · card2 · card3 · card4 · card5fire — CP as slots reveal: 1 → 2 → 2 → 3 → 4 → 5

Innate Powers

  • SCORCH WITH WAVES OF HEAT (Speed: Slow · Range: 1 · Target: any)
    • L1 — 2 Fire Fire + 2 Air Air: 2 Damage to Explorer only.
    • L2 — 3 Fire Fire + 2 Earth Earth: 2 Damage.
    • L3 — 4 Fire Fire + 1 Air Air + 3 Earth Earth: 2 Damage.
    • L4 — 5 Fire Fire + 2 Air Air + 3 Earth Earth: 1 Damage to each Invader.

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 Rising Heat of Stone and Sand’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 Rising Heat of Stone and Sand’s profile (Fear 1, Offense 5, Control 3, Defense 2, Utility 3).

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 Rising Heat of Stone and Sand: 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 Rising Heat of Stone and Sand: 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 Rising Heat of Stone and Sand: 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 Rising Heat of Stone and Sand: 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.