Shadows Flicker Like Flame
Card data, innate text, special rules, growth options, presence track, power-summary ratings, suggested-draft card text, and aspect mechanics below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Only these remain [VERIFY]: Play Difficulty (not on Wiki spirit-template), current mindwanderer stats, and board ratings (require play experience).
⚠️ Expansion-source discrepancy: Brett initially said Amorphous + Foreboding are from B&C; Wiki clearly lists them as Promo Pack 2 (Feather and Flame). Using Wiki. Please confirm.
| Field | Value |
|---|---|
| Expansion | Base Game |
| Complexity | Low |
| Play Difficulty | 1 [VERIFY physical spirit panel] |
| Growth type | “one” — pick one growth option per turn |
| Power summary (1–5) | Offense 4 · Control 3 · Fear 5 · Defense 1 · Utility 1 |
| Primary Elements | Moon (all innate levels) · Fire (L2+) · Air (L3) |
| Special Rule | Shadows of the Dahan — pay 1 Energy to target any Dahan land regardless of Range |
| Aspects | Promo Pack 2: Amorphous, Foreboding · JE: Madness, Reach · NI: Dark Fire [VERIFY Amorphous/Foreboding expansion — Brett said B&C, Wiki says Promo Pack 2] |
| Rei’s Guide | Not covered |
| latentoctopus | Not listed |
Spirit Overview — Framing
Shadows is a base-game Fear-5 spirit with low Defense (per the Wiki’s own power-summary ratings). The design-space is: generate maximum Fear per turn, control Explorer movement via Gather/Push, leverage Dahan adjacency for spatial flexibility — and accept that board-clearing damage is someone else’s job.
Wiki-printed playstyle note (verbatim for accuracy):
Good at causing Fear and picking off lone Explorers and Towns, containing the Invaders. Not so good at massive damage — may need to rely on allies to handle thoroughly colonized lands. The ability to boost Range gives more flexibility to Range 0 Powers, and can be important in larger games.
The honest complexity signal: Low is correct. 4 Uniques, 1 Innate, 1 Special Rule, 3 single-choice growth options. Strategic depth is in when to trigger Innate Level 1 (Gather) vs. Level 2 (Destroy) + which Unique to play per turn.
Starting Setup
Put 3 Presence on your starting board: 2 in the highest-numbered Jungle and 1 in land #5.
Growth Options (growthtype: “one” — pick one per turn)
Each growth option has a “first” and “second” effect, both resolved together when chosen:
| Growth | Effects | Best when |
|---|---|---|
| G1 | Reclaim + Gain 1 Power Card | Hand is depleted; drafting a Minor this turn |
| G2 | Gain 1 Power Card + Add 1 Presence (Range 1) | Want a card and placement on nearby land |
| G3 | Add 1 Presence (Range 3) + +3 Energy | Need spatial reach + energy bank |
Note: Shadows picks one of these per turn — unlike multi-growth spirits that pick multiple. This is a tight constraint. Most turns: G2 early (card-heavy); G1 when hand needs refresh; G3 for energy spikes.
Presence Tracks
As presence leaves each track, these values are revealed (cumulative per-turn gain):
- Energy track (6 slots): 0 → 1 → 3 → 4 → 5 → 6 Energy per turn as track fills.
- Card-play track (6 slots): 1 → 2 → 3 → 3 → 4 → 5 cards per turn.
Starting: 1 Energy, 1 CP (implied from track-0 values). Opening the track quickly unlocks 3 Energy (significant for the 1E-per-turn Shadows-of-the-Dahan rule).
Core Mechanics & Special Rules
Special Rule: Shadows of the Dahan
Whenever you use a Power, you may pay 1 Energy to target a land with Dahan regardless of the Power’s Range. (Power Cards or your Innate Powers.)
Strategic implication: the most flexible targeting rule of any base spirit. Budget 1 Energy/turn for this; Dahan preservation directly expands Shadows’s reach.
Innate: Darkness Swallows the Unwary
- Speed: Fast · Range: 1 (optionally from a Sacred Site) · Target: Any land
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 2 | Gather 1 Explorer |
| 2 | 3 | Destroy up to 2 Explorer |
| 3 | 4 | 3 Damage. 1 Fear |
Key decision: Level 1 gathers (repositions) an Explorer without killing — useful to move Explorers out of upcoming Build lands. Level 2+ destroys for fear. Don’t over-rush Level 2 if Level 1 solves the land.
Unique Cards (all 4, Wiki-verified)
Concealing Shadows
- 0 Energy · Fast · Range 0 · Any Land · Moon, Air
- 1 Fear
. Dahan take no Damage from Ravaging Invaders this turn.
Free-to-play defensive + 1 Fear
every turn. Pairs with Favors Called Due (preserves Dahan to outnumber Invaders).
Crops Wither and Fade
- 1 Energy · Slow · Range 0 · Any Land · Moon, Fire, Plant
- 2 Fear
. Replace 1 Town
with 1 Explorer
. OR Replace 1 City
with 1 Town
.
Downgrade, not destroy. Softens Ravages + 2 Fear
per play. A City → Town reduces that land’s Ravage damage by 1 and removes a Build upgrade path.
Favors Called Due
- 1 Energy · Slow · Range 1 · Any Land · Moon, Air, Animal
- Gather up to 4 Dahan
. If Invaders are present and Dahan now outnumber them, 3 Fear
.
Massive conditional fear spike (3 Fear
). Needs gatherable Dahan + Invader-present target + post-gather Dahan > Invader count.
Mantle of Dread
- 1 Energy · Slow · No Range · Any Spirit · Moon, Fire, Air
- 2 Fear
. Target Spirit may Push 1 Explorer
and 1 Town
from a land where it has Presence.
Partner-support (target Any Spirit). In multiplayer, hands a partner a free push on one of their lands. In solo, self-target.
Key Strategic Principles
- Fear output is huge. Concealing (1) + Crops (2) + Favors (3 conditional) + Mantle (2) + Innate L2 (up to 2) = up to 10 Fear
in one turn at the peak. Shadows has the base game’s strongest per-turn fear ceiling by raw card output.
- Shadows of the Dahan = spatial superpower. Budget 1E/turn for range extension. Dahan density across the board directly expands Shadows’s reach.
- Crops Wither is downgrade-not-destroy. Use to soften Ravages + bank Fear, not to kill. The “replaced” Invader remains in the land.
- Innate Level 1 is positional. Gather an Explorer out of a Build target → no Town next turn. A single growth option can solve a land via innate L1 without spending cards.
- Moon + Fire is load-bearing. L1 = 2M+1F, L2 = 3M+2F. Draft Moon + Fire Minors aggressively.
- Favors Called Due wants Dahan density. Preserve Dahan (Concealing) so gather + outnumber triggers.
- Mantle of Dread targets a Spirit. In multiplayer, always a partner-help card if their turn is tight.
Before Slow powers, count: can Favors gather ≥ 4 Dahan into a target land with ≤ 3 Invaders? If yes, that 3 Fear is triggerable and is Shadows’s biggest single-card fear spike.
Possible Openings
Three Rei-format opening variants. Each is a turn-by-turn rehearsal for the first 3 turns + a T4 state audit. Pick the variant that matches your adversary + scenario before game start — don’t improvise T1. And don’t execute the opener on auto-pilot: each turn block below has a Pause-point callout flagging the decision that most often gets mis-made on that turn. Cross-reference Deliberate Play for the universal per-phase checklist.
Confidence scale: 🟥 tentative · 🟨 somewhat tested · 🟩 well-tested.
Shared starting state (all openings)
Verified per si-rules-check shadows-flicker-like-flame:
- 3 Presence on board: 2 in highest-numbered Jungle, 1 in land #5.
- 4 Uniques in hand: Concealing Shadows (0E Fast, 1
Moon + 1
Air), Crops Wither and Fade (1E Slow, 1M+1
Fire+1
Plant), Favors Called Due (1E Slow, 1M+1A+1
Animal), Mantle of Dread (1E Slow, 1M+1F+1A). - Starting income: 0 Energy, 1 Card Play (first-uncovered Energy track slot
energy0, first-uncovered CP track slotcard1). - Growth type “one”: pick one of G1/G2/G3 per turn. Presence placement reveals one track slot; it doesn’t reveal both.
Base-deck invader phase by turn (affects Ravage-protection cards)
| Turn | Explore | Build | Ravage | Consequence for opener prose |
|---|---|---|---|---|
| 1 | ✓ | — | — | Ravage-protection is dormant T1. Concealing’s “Dahan take 0 Damage from Ravaging” = null effect this turn. Its Fear + elements are the only T1 material value. |
| 2 | ✓ | ✓ | — | Still dormant for Ravage-protection. First Build triggers; Mantle/Crops pushes matter for Build prevention. |
| 3 | ✓ | ✓ | ✓ | First Ravage. Concealing’s protection now material IF played on the Ravage target land. |
Growth-option decoder (T1 income branches)
| Growth | Effects | Post-growth T1 state (from 0E/1CP) |
|---|---|---|
| G1 | Reclaim + Gain 1 Minor (no presence placed) | 0E / 1CP (unchanged); 1 Minor gained |
| G2, reveal CP track (card2) | Gain 1 Minor + Place 1 Presence Range 1 | 0E / 2CP; 1 Minor gained |
| G2, reveal Energy track (energy1) | Gain 1 Minor + Place 1 Presence Range 1 | 1E / 1CP; 1 Minor gained |
| G3, reveal CP track (card2) | Place 1 Presence Range 3 + “+3 Energy” growth effect | 3E / 2CP |
| G3, reveal Energy track (energy1) | Place 1 Presence Range 3 + “+3 Energy” growth effect | 4E / 1CP (1 slot + 3 growth effect) |
Fast-phase element ceiling — load-bearing constraint
Shadows’s innate Darkness Swallows the Unwary is Fast. Fast innates check thresholds using only elements from Fast cards played before the innate resolves. Mantle/Crops/Favors are all Slow — their elements arrive after the Fast innate’s resolution window and cannot trigger it.
Fast-phase Moon/Fire available from Uniques alone:
- Concealing Shadows — the only Fast Unique — gives 1
Moon + 1
Air. - Fast-phase Moon ceiling from Uniques = 1. Fast-phase Fire from Uniques = 0.
- L1 needs 2
Moon + 1
Fire. Shadows cannot fire L1 in Fast phase from Uniques alone.
Minimum requirement for L1 to fire: a drafted Fast Moon+Fire Minor. Wiki-suggested candidates: Land of Haunts and Embers (0E Fast, 1M+1F+1A — drafts + plays in the same turn) or Visions of Fiery Doom (1E Fast, 1M+1F — needs energy). Hitting L1 T1 is entirely draft-dependent and not guaranteed.
Opening A — G3-via-CP Double-Card Fear Opener 🟨 (default)
When to pick this: default against Brandenburg-Prussia, England, Scotland, Habsburg Livestock — fear-friendly adversaries. G3-via-CP is the only T1 growth choice that affords a 0E + 1E two-card play from a 0E start, giving the highest T1 Fear + material-effect output.
Target arc: 3 Fear
T1 · L1 fires first at T3 after reclaim + Fast Moon+Fire Minor · Terror 2 flip T5–T6.
Turn 1
- Growth
- G3 revealing CP track — gain +3 Energy + 1 Presence Range 3
- Income
- 3E 2CP
- Fast plays
- Concealing Shadows

- Slow plays
- Mantle of Dread (self)
· 1E spent - Fast-phase elements
- 1
Moon + 1
Air · L1 does NOT fire - End of T1
- 3
Fear generated 2E banked 1
+ 1
pushed
- Invader card
- Stage I — Explore only
- Growth: G3, revealing CP track (uncover
card2). Post-growth: 3E / 2CP. 1 Presence placed Range 3; “+3 Energy” is a this-turn-only effect. - Fast phase plays: Concealing Shadows (0E, target one of your Presence lands — jungle #6 or wetland #5).
- T1 gain from Concealing: +1 Fear
. Elements 1M+1A into Fast pool. “Dahan take 0 Damage from Ravaging” clause is dormant this turn (no Ravage until T3). Concealing discards.
- T1 gain from Concealing: +1 Fear
- Fast innate check: pool = 1M+1A. L1 needs 2M+1F → does NOT fire T1.
- Invader phase: Explore (Card 1 = Stage I). Explorers arrive in any land adjacent to a City/Town/ocean (coastal). No Build, no Ravage.
- Slow phase plays: Mantle of Dread (1E, target self).
- T1 gain from Mantle: +2 Fear
. Push 1 Explorer
and 1 Town
from one of your Presence lands — removes 2 Invader units from the board. Elements 1M+1F+1A into Slow pool. Mantle discards.
- T1 gain from Mantle: +2 Fear
- End of T1: 3 Fear
generated · 1E spent (Mantle) · 2E banked · 0 CP left · 4 Presence on board (3 starting + 1 G3) · Hand: 3 Uniques (Concealing + Mantle in discard) · Tracks: CP at card2 (2 CP sustained from now), Energy still at energy0.
- Pause-point (pre-Mantle-target): self-target is the default, but Mantle’s target is “Any Spirit” — in multiplayer, check whether pushing from a partner’s Presence land solves a bigger T2-Build threat than pushing from yours. Solo: choose the Presence land whose Explorer+Town pair creates the largest T2 Invader-count reduction in the land most likely to Ravage at T3.
Turn 2
- Growth
- G2 revealing Energy track (
energy1) — gain 1 Minor + 1 Presence Range 1 - Income
- 2E banked + 1E income = 3E 2CP
- Slow plays
- Crops Wither
1E Favors Called Due
1E
- Fast-phase elements
- 0 — no Fast cards played · L1 does NOT fire
- End of T2
- 2–5
Fear 1 City
→ Town (if targeted) Dahan gathered
- Invader card
- Stage I+II — Build + Explore (first Build)
- Growth: G2, revealing Energy track (uncover
energy1→ 1E permanent income from now). Post-growth: 2E banked + 1E income = 3E / 2CP, +1 Minor drafted. - Draft priority for the T2 Minor: Fast Moon+Fire (Land of Haunts and Embers 0E, Visions of Fiery Doom 1E). Enables T2 Fast innate firing.
- Fast phase plays (if Fast M+F Minor drafted): drafted Minor alone (no Concealing in hand — it’s in discard since T1). Fast elements = Minor’s contribution (e.g., Haunts 1M+1F+1A).
- Fast innate check (with Haunts drafted): 1M+1F → still short of 2M+1F. L1 still does NOT fire. Needs Concealing back in hand (T3 reclaim) plus the Fast M+F Minor to combine for 2M+1F.
- Slow phase plays: Crops Wither and Fade (1E, Range 0 — target one of your Presence lands with a Town or City) + Favors Called Due (1E, Range 1 — target a Dahan-dense Invader-present land).
- T2 gain from Crops: +2 Fear
. Immediate replace: City→Town OR Town→Explorer in target land. Material this turn: the replaced unit is gone; downstream: when T3 Ravage hits that land, Damage is 1 lower than it would have been.
- T2 gain from Favors: Gather up to 4 Dahan
into target. Material this turn: Dahan positioning for T3+ counterattacks. If post-gather Dahan > Invaders in target, +3 Fear
conditional.
- T2 gain from Crops: +2 Fear
- Slow elements (Fast innate already resolved): Crops 1M+1F+1P + Favors 1M+1A+1An = 2M+1F+1A+1P+1An. Darkness Swallows can’t use these (Fast innate only checks in Fast phase).
- End of T2: 2–5 Fear
generated (2 Crops + 0–3 Favors conditional) · 2E spent · 1E banked · 0 CP left · 5 Presence on board · Hand: 1 Unique (Concealing in discard, Crops+Favors now also in discard; Mantle discarded T1) · Tracks: CP at card2, Energy at energy1.
- Pause-point (pre-Favors-target): Favors’s 3-Fear conditional is not free — it needs post-gather Dahan to strictly outnumber Invaders. Before committing, count: Invaders in target + Dahan in R1 of target = enough to gather past Invader count? If no, change target or save Favors for T3.
Turn 3
- Growth
- G1 — Reclaim (all played back to hand) + Gain 1 Minor
- Income
- 1E banked + 1E income = 2E 2CP
- Fast plays
- Concealing Shadows (target Ravage land w/ Dahan)
+ drafted Fast Moon+Fire Minor (if in hand) → L1 may fire - Key T3 note
- First Ravage turn — Concealing's protection now material
- Invader card
- Stage I+II+III — first
Ravage
- Growth: G1 — Reclaim (all 3 discarded Uniques back to hand) + Gain 1 Minor. No presence placed. State: 1E banked + 1E income = 2E / 2CP, hand = 4 Uniques + 2 Minors.
- Invader state: T3 is the first Ravage turn. Identify the Ravage-target land from the current Invader card’s Ravage column (the card that was in Build slot last turn has advanced).
- Fast phase plays: Concealing Shadows (target the Ravage-incoming land, with Dahan in it, if any) + drafted Fast Moon+Fire Minor if in hand (e.g., Land of Haunts).
- T3 gain from Concealing: +1 Fear
+ Ravage-protection now material — Dahan in target land take 0 Damage from this turn’s Ravage. Fast elements 1M+1A.
- T3 gain from Haunts (if played): +2 Fear
+ Push up to 2 Explorers
/Towns from R2 target. Fast elements 1M+1F+1A.
- T3 gain from Concealing: +1 Fear
- Fast innate check (Concealing + Haunts): pool = 2M+1F+2A → L1 fires for the first time this game. Gather 1 Explorer
into a land at R1 of your presence or Sacred Site. Fast, so the gather happens before the Ravage — can pull an Explorer out of the Ravage target (one fewer Invader taking the Ravage).
- Slow phase plays: 1 more Slow card if CP remains — e.g., Crops Wither (another City→Town downgrade). Depending on hand: Mantle of Dread for +2 Fear
+ another push.
- End of T3: 5+ Fear generated (1 Concealing + 2 Haunts + 2 Crops/Mantle + possible 1-Fear L1 if destroy-variant) · 1 Explorer
gathered (L1 innate) · Ravage Damage in one land reduced or neutralized (Concealing or Haunts push) · ~0E / ~0CP depending on plays · 5 Presence on board · Hand: mixed reclaims + drafts · Tracks: CP at card2, Energy at energy1.
- Pause-point (pre-Fast-plays): Concealing’s Ravage-protection is material T3+ only if the target land actually Ravages this turn AND has Dahan to protect. If the Ravage target has 0 Dahan
, Concealing’s protection clause is still dormant — consider targeting a Dahan-adjacent Ravage land (use Shadows of the Dahan’s 1E range extension) or playing Concealing elsewhere for its Fear + elements alone.
Turn 4 — state audit
After T3, you should have:
- Presence: 5 on board (3 starting + 1 T1 G3 + 1 T2 G2).
- Energy / CP: 1E income (from energy1 slot) / 2CP.
- Engine: All 4 Uniques available + 2 Minors drafted. L1 firing conditional on Fast M+F Minor in hand.
- Fear pool: ~8–12 (solo — Terror 2 should flip around end-T4 or T5, not T3 as the prior opener claimed).
- Blight: 0–1 (depends on T3 Ravage outcomes; Concealing + L1 Gather mitigation should keep this low).
Pivot triggers (if any of these, deviate from the opener):
- No Fast Moon+Fire Minor drafted by T3 — L1 firing stays blocked. Keep leaning on Crops + Favors for Fear; L1 is “nice to have” not “required”.
- Ravage target T3 has no Dahan — Concealing’s protection is still dormant; use Concealing purely for Fear + elements, and save the real defense for T4+ when Dahan density increases.
- Favors never triggers 3-Fear conditional — Fear pool is running 3–4 under target. Prioritize Minor picks that generate Fear directly (e.g., 2-Fear Moon Minors from the full pool).
Opening B — G2-via-CP Minor-Draft-Dependent 🟥
When to pick this: Habsburg Mining L5+, Russia L5+, or long-game matchups where Minor-draft density pays off. Trades T1 Fear output for hand depth. Gated on drafting a 0-cost Fast Moon+Fire Minor (Land of Haunts and Embers) by T1 — otherwise this opener under-delivers.
Target arc: If Haunts drafted T1 → L1 fires T1 (unique to Opening B among the three) · 2 Minors drafted by T2 · Reclaim T3 → 4 Uniques + 3 Minors in hand · matchup-specific Minor picks scale T4+.
Turn 1
- Growth
- G2 revealing CP track — gain 1 Minor + 1 Presence Range 1
- Income
- 0E 2CP
- Best-case Fast plays
- Concealing Shadows + Land of Haunts and Embers (drafted 0-cost Minor)
- Fast-phase elements
- 2
+ 1
+ 2
· L1 FIRES T1 → Gather 1 Explorer - End of T1
- 3
Fear 1
gathered by L1 up to 2 pushed by Haunts
- Growth: G2, revealing CP track (uncover
card2). Post-growth: 0E / 2CP, 1 Minor drafted. - Draft priority T1 Minor: absolute top pick Land of Haunts and Embers (0E Fast, 1M+1F+1A). Second pick: Shadows of the Burning Forest (0E Slow, 1M+1F+1P). If neither appears: Opening B is underpowered T1 — consider pivoting to C (see Opening Decision tree).
- Fast phase plays (with Haunts drafted): Concealing Shadows (0E) + Land of Haunts and Embers (0E, target a Mountain or Jungle with Invaders for the push rider, else any Invader land for the 2-Fear base).
- T1 gain from Concealing: +1 Fear
. Dormant Ravage-protection (no Ravage T1). 1M+1A Fast elements.
- T1 gain from Haunts: +2 Fear
. Push up to 2 Explorers
/Towns from target land. 1M+1F+1A Fast elements. (Haunts “Add 1 Blight
” clause is card-text — read the full card; if playing the 0-cost base version, blight consequences apply.)
- T1 gain from Concealing: +1 Fear
- Fast innate check: pool = 2M+1F+2A → L1 fires T1. Gather 1 Explorer
to a R1 land. The only Opening that gets L1 T1.
- Slow phase plays: none (0 CP remaining; both CP used on Fast cards).
- Invader phase: Explore only.
- End of T1: 3 Fear
+ 1 Explorer
gathered (L1) + up-to-2 units pushed by Haunts · 0E banked · 0 CP left · 4 Presence on board · Hand: 3 Uniques + 0 Minors (Haunts played) · Tracks: CP at card2, Energy still at energy0.
- Pause-point (pre-Haunts-target): Haunts’s push clause triggers only on Mountain or Jungle; its base 2-Fear + 2-push works on any Invader land. If target isn’t Mountain/Jungle, the push-up-to-2 doesn’t fire — pick a Mountain/Jungle Invader land if you have range, else accept the 2-Fear-only output. Also check Haunts’s “Add 1 Blight
if Blight present” clause on the physical card — some versions add Blight unconditionally.
Fallback T1 (Haunts NOT drafted): Play Concealing alone. Fear = 1. L1 does NOT fire (Fast phase elements = 1M+1A). 1 CP unused. This is Opening B underperforming — expect T2–T3 Minor draft to compensate.
Turn 2
- Growth: G2, revealing Energy track (uncover
energy1→ 1E income). Post-growth: 1E / 2CP, +1 Minor drafted (2 total). - Draft priority T2 Minor: if Haunts was T1, look for Moon+Fire next (Visions of Fiery Doom 1E Fast) to chain L1 firings; otherwise Haunts.
- Fast phase plays: Fast cards in hand (Concealing discarded T1 if played; Fast Minors drafted).
- If drafted Fast M+F Minor this T2 and have 1E to spare: play it. Elements contribute to L1 threshold (but Concealing is in discard — only 1M from the Fast play typically, unless a 2M-on-one-card Minor was drafted).
- Typically: play nothing Fast T2; L1 defers to T3 reclaim + Fast M+F Minor combo.
- Slow phase plays: 1 Slow Unique at 1E — Crops Wither (+2 Fear
, downgrade) OR Mantle (+2 Fear
, self-push) OR Favors (+0–3 Fear
, Dahan gather).
- T2 material gain: typically 2–3 Fear
+ one material board effect (downgrade / push / gather). L1 does not fire T2 reliably — Fast pool depends on which Minors were drafted and playable.
- End of T2: 2–5 Fear
· ~0E banked · 0 CP left · 5 Presence · hand typically 2 Uniques + 2 Minors.
- Pause-point (pre-T2-plays): T2 introduces first Build. Check the Invader card’s Build column — which terrain Builds? Any land with Town/City on that terrain gets a new Town/City. Crops’ing a Town on that terrain T2 Slow phase (or Mantle pushing from it) pre-empts the Build’s upgrade path.
Turn 3
- Growth: G1 — Reclaim + Gain 1 Minor. State: ~0E + 1E income = 1E / 2CP, hand = 4 Uniques + 3 Minors.
- Fast phase plays: Concealing + Fast M+F Minor (Haunts if reclaimed, or Visions if drafted). Elements = 2M+1F+… → L1 fires T3.
- Slow phase plays: best Fear/material combo from hand. Typically Crops + Mantle, or Crops + Favors if Dahan-outnumber is triggerable.
- T3 material gain: 3–5 Fear
+ L1 Gather + 2× Slow-card effects. First turn with Ravage + Concealing protection becomes material.
- Pause-point (pre-Concealing-target): same as Opening A T3 — Ravage-protection is material only on the Ravage target with Dahan. If Ravage lands don’t have Dahan, use Concealing purely for Fear + elements.
Turn 4 — state audit
- Presence: 5 on board.
- Energy/CP: 1E income / 2CP.
- Engine: L1 firing reliably if Fast M+F Minor in hand; L2 conditional on additional Moon or Fire Minors.
- Fear pool: 6–10 (slower than Opening A if Haunts missed T1; comparable if Haunts hit T1).
- Hand depth: 7 cards (4 Uniques + 3 Minors) — deepest of the three openers.
- Strategy note: Opening B’s payoff is late — T5+ benefits from Minor-draft breadth for matchup-specific picks (e.g., Dahan-summoning, Blight-removing, Strife-adding). Fear-rush numbers lag Opening A by ~3–4 Fear
through T4.
Opening C — G3-via-Energy Energy-Bank (Fear-Suppression) 🟥
When to pick this: Sweden L3+, Russia L3+ — where fear-card penalties reduce the value of a Fear-rush opener. Opening C leans on energy depth for (a) aggressive Shadows-of-the-Dahan range extension (1E/use budget), (b) 1E Slow Uniques played every turn, (c) potential Major acquisition via fear-card Events when they do fire.
Target arc: Mantle T1 (2 Fear
) · double-Slow T2 · L1 first fires T3–T4 via reclaim + drafted Fast M+F Minor · Terror 2 flip delayed to T6–T7 (accepted).
Turn 1
- Growth
- G3 revealing Energy track — 1E income perm + 3E growth effect
- Income
- 4E 1CP
- Slow plays
- Mantle of Dread (self)
1E · 2
Fear + push
- Fast-phase elements
- 0 — no Fast card · L1 does NOT fire
- End of T1
- 2
Fear 3E banked 1
+ 1
pushed
- Growth: G3, revealing Energy track (uncover
energy1→ 1E permanent income). Post-growth: 1E income + 3E growth-effect = 4E / 1CP. - Fast phase plays: none (CP budget of 1 is best spent on a higher-material-effect Slow card).
- Fast innate check: pool = 0 elements. L1 does NOT fire.
- Invader phase: Explore.
- Slow phase plays: Mantle of Dread (1E, self-target).
- T1 gain from Mantle: +2 Fear
+ Push 1 Explorer
+ 1 Town
from one of your Presence lands. 1M+1F+1A Slow elements (irrelevant for Darkness Swallows since it’s Fast).
- T1 gain from Mantle: +2 Fear
- End of T1: 2 Fear
· 1E spent · 3E banked · 0 CP left · 4 Presence on board · Hand: 3 Uniques (Mantle in discard) · Tracks: CP at card1 (still 1 CP), Energy at energy1 (1E sustained).
- Pause-point (growth choice): G3-via-Energy gives deeper Energy income long-term (energy1 permanent = +1E/turn from T2 onward) vs. G3-via-CP (card2 permanent = +1 CP/turn). Over 6 rounds that’s 6E vs. 6 extra card plays. Pick based on matchup: fear-suppression adversaries benefit from energy depth (more Shadows-of-the-Dahan range extensions; more Minor cost-curve flexibility); fear-friendly adversaries benefit from CP depth (more Fear-generating card plays per turn). If unsure, G3-via-CP (Opening A) is the tighter fear-rush; G3-via-Energy (Opening C) is the slower, more flexible play.
Turn 2
- Growth: G2, revealing CP track (uncover
card2→ 2 CP from now). Post-growth: 3E banked + 1E income = 4E / 2CP, +1 Minor drafted. - Fast phase plays: none likely (Concealing in hand but saving for T3 Ravage turn; or play Concealing for 1 Fear
+ element cycle).
- Optional Concealing T1-style 1-Fear + element-pool play: 1M+1A. Doesn’t fire innate alone.
- Slow phase plays: Crops Wither (1E, Presence-land target with a Town or City) + Favors Called Due (1E, R1 Dahan-dense target).
- T2 gain from Crops: +2 Fear
+ City→Town OR Town→Explorer. (Material THIS turn; reduces next-turn Ravage damage in that land.)
- T2 gain from Favors: Gather up to 4 Dahan
into R1 target; conditional +3 Fear
if post-gather Dahan > Invaders.
- T2 gain from Crops: +2 Fear
- Slow elements: Crops 1M+1F+1P + Favors 1M+1A+1An = 2M+1F+1A+1P+1An. (Fast innate already resolved with 0 elements; Slow elements not usable here.)
- End of T2: 2–5 Fear
· 2E spent · 2E banked · 0 CP left · 5 Presence on board · Hand: 1 Unique (Concealing) + 1 Minor · Tracks: CP at card2, Energy at energy1.
- Pause-point (pre-T2-plays): T2 is first Build. Same check as Opening A/B — Crops + Favors together handle one Build-threat land (downgrade + gather counter-Dahan). If two lands are about to Build-into-City, one of them is not handled — prioritize the worst one; accept the other.
Turn 3
- Growth: G1 — Reclaim + Gain 1 Minor. State: 2E banked + 1E income = 3E / 2CP, hand = 4 Uniques + 2 Minors.
- Fast phase plays: Concealing + drafted Fast M+F Minor if in hand → L1 fires. Otherwise Concealing alone (1 Fear
, elements pool 1M+1A, L1 does not fire).
- Slow phase plays: 1–2 cards from 3E budget. Typical pick: Crops + Mantle for 4 Fear
+ downgrade + push; OR Crops + Favors if Dahan-outnumber still triggerable somewhere.
- T3 material gain: 4–6 Fear
+ material board effects + Ravage-protection on Concealing’s target (material T3+).
- End of T3: ~0E banked · energy bank depleted for the big-swing turn.
- Pause-point (T3 Ravage targeting): same Ravage-protection check as Openings A/B. Additionally, Opening C’s energy-bank advantage lets you spend 1E on Shadows-of-the-Dahan range extension to place a Slow-effect card (Crops / Favors / Mantle) on a non-Presence Dahan land — consider if the highest-leverage target is outside R0.
Turn 4 — state audit
- Presence: 5 on board.
- Energy/CP: ~1E income / 2CP.
- Engine: L1 firing conditional on Minor draft (same as Openings A/B); L2 element threshold 3M+2F rarely reached without multiple Moon-heavy Minors.
- Fear pool: 4–8 (lowest of three openers; accepted for fear-suppression matchups).
- Blight: 0–2.
- Strategy note: energy depth will continue paying dividends T5+ — Shadows-of-the-Dahan range extensions multiply over the game. Accept slower Terror; target Terror 2 T6–T7.
Opening Decision
graph TD
Start[Round 1 — Shadows] --> Adv{Adversary?}
Adv -->|Brandenburg-Prussia| A[Opening A - Standard Fear]
Adv -->|England| A
Adv -->|Scotland| A
Adv -->|Habsburg Livestock| A
Adv -->|Sweden L0-L2| A
Adv -->|Sweden L3+| C[Opening C - Fear-Suppression Resistant]
Adv -->|Russia| C
Adv -->|Habsburg Mining L5+| B[Opening B - Minor-Draft Dependent]
Adv -->|Multi-handed with board-carry partner| A
Adv -->|Other| A
Card Priority Ratings
Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Shadows Flicker Like Flame’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/shadows-flicker-like-flame.json for full scoring + reasons.
- Primary elements (innate-weighted): Moon (wt 4.8), Fire (wt 3.0), Air (wt 0.6)
- Mid-game energy estimate (T3–T5 avg): 4.0E
- Power summary: Offense 4 · Control 3 · Fear 5 · Defense 1 · Utility 1
Uniques
The spirit’s own 4 Unique Power cards (always in hand; always A-tier by default — see Uniques section above for full text):
- Concealing Shadows
- Crops Wither and Fade
- Favors Called Due
- Mantle of Dread
Top 10 Minor Draft Picks (from full pool)
| # | Card | Cost | Speed | Elements | Effect (truncated) | Why this pick |
|---|---|---|---|---|---|---|
| 1 | Animated Wrackroot | 0 | Slow | Moon, Fire, Plant | 1 Fear | elements fire+moon → 7.8 |
| 2 | Lure of the Unknown | 0 | Fast | Moon, Fire, Air, Plant | Gather 1 Explorer | elements air+fire+moon → 8.4 |
| 3 | Roiling Bog and Snagging Thorn | 0 | Fast | Moon, Fire, Water, Plant | 1 Fear | elements fire+moon → 7.8 |
| 4 | Land of Haunts and Embers | 0 | Fast | Moon, Fire, Air | 2 Fear | elements air+fire+moon → 8.4 |
| 5 | Rites of the Land’s Rejection | 1 | Fast | Moon, Fire, Earth | Invaders do not Build in target land this turn. 1 Fear | elements fire+moon → 7.8 |
| 6 | Shadows of the Burning Forest | 0 | Slow | Moon, Fire, Plant | 2 Fear | elements fire+moon → 7.8 |
| 7 | Visions of Fiery Doom | 1 | Fast | Moon, Fire | 1 Fear | elements fire+moon → 7.8 |
| 8 | Prowling Panthers | 1 | Slow | Moon, Fire, Animal | 1 Fear | elements fire+moon → 7.8 |
| 9 | Sunset’s Fire Flows Across the Land | 1 | Slow | Sun, Moon, Fire, Water | 1 Fear | elements fire+moon → 7.8 |
| 10 | Unquenchable Flames | 1 | Slow | Moon, Fire, Earth | 1 Fear | elements fire+moon → 7.8 |
Top 5 Major Draft Picks (from full pool)
| # | Card | Cost | Speed | Elements | Effect (truncated) | Why this pick |
|---|---|---|---|---|---|---|
| 1 | Transform to a Murderous Darkness | 6 | Slow | Moon, Fire, Air, Water, Plant | Target Spirit may choose one of their Sacred Site. In that land: Replace all their Presen… | elements air+fire+moon → 8.4 |
| 2 | Settle Into Hunting-Grounds | 3 | Fast | Moon, Fire, Plant, Animal | Your Presence may count as Badlands and Beasts. (Decide per Presence, per Action.) Your P… | elements fire+moon → 7.8 |
| 3 | Unearth a Beast of Wrathful Stone | 5 | Fast | Moon, Fire, Earth, Animal | After the next Invader Phase (on any turn) with no Ravage/Build Actions in target land:</… | elements fire+moon → 7.8 |
| 4 | Pent-Up Calamity | 3 | Fast | Moon, Fire, Earth, Plant, Animal | Add 1 Disease and 1 Strife. OR Remove any number of Beasts/Disease/Strife/Wilds. For … | elements fire+moon → 7.8 |
| 5 | Vengeance of the Dead | 3 | Fast | Moon, Fire, Animal | 3 Fear | elements fire+moon → 7.8 |
HoSI Beginner Deck Bundle — for reference only
These are the cards shipped with Shadows Flicker Like Flame 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.
| Card | Type | Cost | Speed | Elements | Effect (truncated) |
|---|---|---|---|---|---|
| Dark and Tangled Woods | Minor | 1 | Fast | Moon, Earth, Plant | 2 Fear |
| Shadows of the Burning Forest | Minor | 0 | Slow | Moon, Fire, Plant | 2 Fear |
| The Jungle Hungers | Major | 3 | Slow | Moon, Plant | Destroy all Explorers and all Towns. Destroy all Dahan. |
| Land of Haunts and Embers | Minor | 0 | Fast | Moon, Fire, Air | 2 Fear |
| Terrifying Nightmares | Major | 4 | Fast | Moon, Air | 2 Fear |
| Call of the Dahan Ways | Minor | 1 | Slow | Moon, Water, Animal | Replace 1 Explorer |
| Visions of Fiery Doom | Minor | 1 | Fast | Moon, Fire | 1 Fear |
Cards to Avoid (anti-synergy flagged)
| Card | Reason(s) |
|---|---|
| Land of Haunts and Embers | adds Blight |
| Skies Herald the Season of Return | destroys Presence |
| Scour the Land | adds Blight |
| Devouring Ants | destroys Dahan |
| Renewing Boon | destroys Presence |
| Solidify Echoes of Majesty Past | destroys Presence |
| Pyroclastic Flow | adds Blight |
| Pillar of Living Flame | adds Blight |
| The Jungle Hungers | destroys Dahan |
| Blazing Renewal | destroys Presence |
| Insatiable Hunger of the Swarm | adds Blight |
| Volcanic Eruption | destroys Dahan, adds Blight |
| Draw Towards a Consuming Void | destroys Presence |
| Tsunami | destroys Dahan |
| Poisoned Land | destroys Dahan, adds Blight |
Aspects (all 5, Wiki-verified mechanics)
All 5 Shadows aspects replace the Shadows of the Dahan special rule. Four raise complexity; one lowers it.
Amorphous (Promo Pack 2 — Feather and Flame) — Higher Complexity
Replaces: Shadows of the Dahan.
Shadows Partake of Amorphous Space: During each Fast phase, you may move 1 of your Presence to an adjacent land, or to a land with Dahan anywhere on the island. During each Slow phase, you may move 1 of your Presence to an adjacent land, or to a land with Dahan anywhere on the island.
Strategic shift: converts the 1-Energy-per-range-extension tax into 2 free presence-moves per turn. Plays as a mobility-specialist variant — physical presence motion instead of virtual range-extension.
Foreboding (Promo Pack 2 — Feather and Flame) — Higher Complexity
Replaces: Shadows of the Dahan with a new Innate, Stretch Out Coils of Foreboding Dread (Fast · Range 2 · Any Land):
- 2
Air: Your other Powers may ignore Range when targeting the target land. - 1
Moon: After an Action generates Fear in target land (incl. Town/City destruction): Push up to 1 Explorer per Fear / 1 Town
per 2 Fear
.
- 2
Fire: 1 Fear .
- 2
Moon + 4
Air: 2 Fear .
Strategic shift: swaps a per-Power spatial rule for a land-targeted innate. Range-ignoring is gated to one targeted land (rather than all Dahan lands). Converts fear-on-destruction into pushes for control value.
Madness (Jagged Earth) — Higher Complexity
Replaces: Shadows of the Dahan. Adds 2 new rules:
Shadows Cast a Subtle Madness: When you add Presence during Growth, you may also add 1 Strife in that land.
Glimpse of the Shadowed Void: When your Presence is Destroyed, if Invaders are present, 1 Fear
![]()
per Presence Destroyed there.
Strategic shift: this is where strife enters Shadows (previous chapter revisions wrongly put strife on base Shadows). Madness monetizes presence-destruction into fear, incentivizing aggressive presence deployment + Choke-style self-sacrifice plays.
Reach (Jagged Earth) — Lower Complexity
Replaces: Shadows of the Dahan with a simpler, single rule:
Reach Through Ephemeral Distance: Once per turn, you may ignore Range. (Anything for which there’s a Range arrow or the word “Range” is used. Affects a single Action.)
Strategic shift: energy-free range ignore, capped at once per turn. The beginner-friendly aspect — arguably the first aspect to try on Shadows for newer players.
Dark Fire (Nature Incarnate) — Higher Complexity
Replaces: Shadows of the Dahan. Adds 2 new rules:
Dark and Fire as One: You may treat each Moon available to you as being Fire, or vice versa. (Choose during each Action for each Moon/Fire you have.) You may discard or Forget Powers that grant Moon to pay for Fire Choice Events, and vice versa.
Frightful Shadows Elude Destruction: The first time each Action would destroy your Presence, you may Push 1 of those Presence instead of destroying it.
Strategic shift: Moon↔Fire interchangeability is exceptional on a spirit whose innate requires both elements heavily. Plus presence-push-instead-of-destroy offers a Madness-style defensive safety net. Arguably the most powerful Shadows aspect.
Aspect selection heuristic
- First few Shadows games → base (no aspect).
- Want simpler → Reach (lower complexity; one free range ignore/turn).
- Want more fear output → Madness (strife + fear-from-presence-destroy).
- Want mobility specialist → Amorphous (2 free presence-moves/turn).
- Want element flexibility → Dark Fire (Moon↔Fire swap is huge here).
- Want experimental → Foreboding (new innate replaces the special rule).
Adversary Matchup Matrix
| Adversary | L0 | L3 | L5 | L6 | Notes |
|---|---|---|---|---|---|
| England | A | A- | B+ | B | Slow builds; fear-rush works. L5 cliff: buildings +1 HP — Innate L3 (3 damage) insufficient for 4-HP Cities without Crops Wither’s City→Town downgrade first. |
| Brandenburg-Prussia | A | A- | B+ | B | Cities add fear-per-kill; favorable. |
| Sweden | A- | B+ | B | B- | Fear penalties reduce engine output at L2+. |
| France (Plantation) | B+ | B | B | C+ | Dahan capture threatens Shadows of the Dahan targeting pool. |
| Habsburg Mining | A | B+ | B | C+ | Scaling outpaces fear-rush late. |
| Russia | B+ | B | B- | C | Fear-suppression mid-late. |
| Scotland | A | B+ | B+ | B | Favorable. |
| Habsburg Livestock | A | A- | B | B | Favorable. |
Grades directional [VERIFY] — individual cell confirmations pending playtest.
Strategy Cliff — England L5
What changes: buildings gain +1 HP (Town = 3 HP, City = 4 HP).
Impact on Shadows: Innate Level 3 (3 Damage) kills 3-HP Towns but not 4-HP Cities. Crops Wither and Fade’s City → Town replacement becomes the pre-softener; Terrifying Nightmares (Major) pushes rather than kills — still valuable but doesn’t solve the HP-math alone.
Mitigation sequence: (turn N) Crops Wither downgrades City → Town; (turn N+1) Innate L3 or Major finishes.
Strategy Cliff — Sweden L2+ / Russia L3+
What changes: Sweden L2+ and Russia L3+ have fear-suppression rules.
Impact on Shadows: Terror flips slower; fear-card effects reduced.
Mitigation: shift toward Crops Wither + Innate L2 Explorer-destruction as board-pressure tools; accept later Terror timeline.
Board / Map Configuration
[VERIFY via play — pending] — no community-consensus board ratings for Shadows surfaced from the Wiki spirit-template. Directional hypotheses:
- Likely favorable: jungle-dense boards (starting setup puts presence in jungle; innate L3 Moon+Fire+Air threshold matches Shadows’s element profile without requiring specific terrain).
- Likely favorable: boards with dense starting Dahan clusters (Shadows of the Dahan targeting benefits).
- Likely neutral: coastal-heavy boards (Shadows is terrain-flexible but coast-agnostic).
- Likely unfavorable: sparse-Dahan layouts.
Ratings per board letter (A–H) deferred to physical-play data.
Game-Phase Strategy
Early (T1–3)
- Grow with G2 or G3 to extend card pool and energy.
- Play Concealing Shadows every turn (0 Energy is free value).
- Use Innate L1 (Gather) to reposition Explorers away from Build targets.
- Draft Moon + Fire Minors.
Mid (T4–6)
- Innate L2 firing (destroy 2 Explorers
+ 2 Fear
per turn).
- Crops Wither softens City turns.
- Favors Called Due’s 3-Fear trigger becomes available.
- Fear pool heading toward Terror 2 flip.
Late (T7+)
- Terror 2 → Terror 3 transition.
- Gain Terrifying Nightmares Major if offered; forget Mantle of Dread (weakest in solo) or the weakest-matchup Unique.
- Innate L3 available if 4
Moon + 3
Fire + 2
Air reliably on track.
Synergy Partners (Multiplayer)
- Bringer of Dreams and Nightmares — double fear engine; damage → Fear conversion on both sides.
- Thunderspeaker — Thunderspeaker grows Dahan density, feeding Favors Called Due + Shadows of the Dahan targeting.
- Ocean’s Hungry Grasp — Ocean drowns coasts; Shadows handles inland Dahan lands.
- Any partner — Mantle of Dread’s partner-target push is universally useful.
- Heart of the Wildfire — destroys Dahan via blight.
- Vengeance as a Burning Plague — blight-heavy.
- Volcano Looming High — destruction kills Dahan unconditionally.
- The Jungle Hungers (your own Major!) — destroys all Dahan in target. Don’t draft in a dahan-reliant multiplayer table.
Common Mistakes
Shadows of the Dahan costs 1 Energy per range extension. Budget 1E/turn or you lose spatial flexibility.
Crops Wither replaces, not destroys. A replaced City is a Town in the same land, still Ravages next turn.
3 Fear only triggers if Invaders are present AND Dahan (after gather) outnumber them. Count before committing.
Destroys all Dahan in target. Kills Thunderspeaker’s engine. Draft only in solo or with dahan-agnostic partners.
Every innate level wants Moon. Non-Moon Minors stall the engine.
Tempo Profile
Round-by-round targets, with per-turn Fear contribution confirmed by one authored playthrough (solo, Brandenburg-Prussia Level 6, Board A balanced, 8-round win). Early rounds may hit the low end; the R4 major-draft (Moon-aligned) is the inflection point where per-turn fear jumps from ~2 to 5+.
| Round | Energy | CP | Presence Placed | Moon | Fire | Per-Turn Fear | Key Play |
|---|---|---|---|---|---|---|---|
| 1 | 1E | 2 | 4 (of 13) | 1–2 | 1 | 1–2 | Concealing + Unique/Minor |
| 2 | 1E | 2 | 5 | 2 | 1–2 | 2–3 | Concealing + Crops or Favors |
| 3 | 1E–2E | 2 | 6 | 2–3 | 2 | 3–5 | Reclaim (G1) or draft (G2); L2 prep |
| 4 | 2E | 3 | 7 (track opens) | 3+ | 2+ | 4–6 | Innate L2 firing; Favors conditional |
| 5 | 2E–3E | 3 | 7 | 3+ | 2+ | 4–6 | Major gain (Terrifying Nightmares) |
| 6 | 3E | 3 | 7 | 3+ | 3 | 5–7 | Terror 2 flip |
| 7 | 3E | 3 | 6 | 4+ | 3 | 6–8 | Major fires; possible L3 innate prep |
| 8 | 3E–4E | 3 | 5 | 4+ | 3+ | 7–10 | Terror 3 close |
Cliff turn: T4. Innate L2 must fire; Fear pool at 4+/8 (solo).
Major vs. Minor
Draft bias: Mixed (Minor-heavy T1–T3; 1 Major T5+).
Expansion Sensitivity
- Base only: fully functional — 4 Uniques + Innate engine + 1 Special Rule.
- + Branch & Claw: Amorphous + Foreboding aspects unlock; event + blight decks add turn-by-turn variance.
- + Jagged Earth: Madness + Reach aspects unlock; Minor/Major pool deepens.
- + Nature Incarnate: Dark Fire aspect unlocks.
Aspect mechanics now Wiki-verified (see Aspects section above); parser extended 2026-04-19.
Stat Snapshot
[VERIFY current numbers from mindwanderer] — directional figures from community tier lists + older mindwanderer snapshots:
- Solo L6 win rate: approximately 50–55%.
- Best adversary: Brandenburg-Prussia L6 (fear-dense; favorable).
- Worst adversary: Russia L6 (fear-suppression).
- 2-handed: Shadows + Bringer often cited as top fear-rush pair.
Live stats require re-scraping mindwanderer’s current page.
Source Notes
- Authoritative mechanics (this chapter):
data/references/wiki/shadows-flicker-like-flame.json— parsed deterministically viascripts/wiki-fetch.py2026-04-19. - Aspect list: Brett physical-copy verification 2026-04-19.
- Spirit Island Wiki — Shadows, Concealing Shadows, Crops Wither and Fade, Favors Called Due, Mantle of Dread.
- Cross-reference: Dahan fundamentals, Fear Rush archetype, si-wiki-fetch skill.
Physical-copy verified: Uniques, innate thresholds, aspects (2026-04-19). Remaining [VERIFY]: Play Difficulty (spirit panel), aspect mechanics (pending parser extension), board ratings (physical play), live mindwanderer stats.
Last revised: 2026-04-19 — v0.2.4 (full Wiki-scripted rewrite with suggested-cards, growth, presence tracks, power summary)