Vital Strength of the Earth
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 paraphrased from Phantaskippy’s BGG openings thread 1974592 + Kamahl variant (BGG 1748964).
| Field | Value |
|---|---|
| Expansion | Base Game |
| Complexity | Low |
| Play Difficulty | 1 [VERIFY physical spirit panel] |
| Growth type | “one” — pick one growth per turn |
| Power summary (1–5) | Offense 2 · Control 3 · Fear 1 · Defense 5 · Utility 3 |
| Primary Elements | Earth (Gift of Strength all tiers) · Plant (all tiers) · Sun (all tiers) |
| Special Rules | Earth’s Vitality (Defend 3 at every Sacred Site) |
| Aspects (JE) | Might · Resilience [VERIFY] |
| Rei’s Guide | Not covered |
| latentoctopus | Not listed |
| BGG | Phantaskippy thread 1974592 |
Spirit Overview — Framing
Vital is the opportunistic tempo tank of the base box — plays fewer cards per turn but that’s a feature. Phantaskippy:
You have more real options, because you’re not going to burn through your whole hand in 2 turns.
Wiki-printed playstyle note:
Sacred sites provide passive defense; three of four starting cards cost 3. Situational 3-cost cards act as minor-majors when conditions line up.
The puzzle-piece approach: no single canonical opener. Growth choice depends on where invaders explored during setup — Vital reads the board and picks the right tool.
Complexity signal: Low is correct for mechanics; Moderate for decision-load (3-cost card timing is where Vital is won or lost).
Starting Setup
Put 3 Presence on your starting board: 2 in the highest-numbered Mountain, 1 in the highest-numbered Jungle.
Starting Mountain land is already a sacred site (2 presence) — Earth’s Vitality gives free Defend 3.
Growth Options (growthtype: “one” — pick one per turn)
| Growth | Effects | Best when |
|---|---|---|
| G1 | Reclaim + Add Presence (Range 2) | Hand depleted + wide-range placement |
| G2 | Gain 1 Power Card + Add Presence (Range 0) | Card + sacred-site stack |
| G3 | Add Presence (Range 1) + +2 Energy | Spread + energy (the “save for 3-cost card” default) |
Presence Tracks
- Energy track (6 slots):
energy2 → energy3 → energy4 → energy6 → energy7 → energy8 - Card-play track (6 slots):
card1 → card1 → card2 → card2 → card3 → card4
Starting income: 2 Energy, 1 Card Play. High starting energy — built for 3-cost starters from turn 1.
Core Mechanics & Special Rules
Special Rule: Earth’s Vitality
Defend 3 in every land where you have Sacred Site.
Passive Defend 3 per sacred site. Two presence in a land = automatic Defend 3 ravage mitigation.
Innate: Gift of Strength
- Speed: Fast · Target: Any Spirit
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 1 | Once this turn, Target Spirit may Repeat 1 Power Card with Energy cost of 1 or less. |
| 2 | 2 | Instead, Energy cost limit 3 or less. |
| 3 | 2 | Instead, Energy cost limit 6 or less. |
Repeat-a-Power innate — at L2 any starter Repeats; at L3 even Majors Repeat. Optional, not build-defining.
Unique Cards (all 4, Wiki-verified)
A Year of Perfect Stillness
- 3 Energy · Fast · Range 1 · Any Land · Sun, Earth
- Invaders skip all Actions in target land this turn.
Nuclear option — skip all Invader actions in a land. Expensive but game-saving.
Draw of the Fruitful Earth
- 1 Energy · Slow · Range 1 · Any Land · Earth, Plant, Animal
- Gather up to 2 Explorers. Gather up to 2 Dahan.
1-cost Gather. The only sub-3-cost starter. Primary use: pull Dahan into Rituals targets; pull Explorers out of Build lands.
Guard the Healing Land
- 3 Energy · Fast · Range 1 from Sacred Site · Any Land · Water, Earth, Plant
- Remove 1 Blight. Defend 4.
Blight-removal + Defend. Only fires at full value when target land needs both clauses.
Rituals of Destruction
- 3 Energy · Slow · Range 1 from Sacred Site · Land with Dahan · Sun, Moon, Fire, Earth, Plant
- 2 Damage. If target land has at least 3 Dahan, +3 Damage and 2 Fear.
Dahan-scaling damage. With 3+ Dahan: 5 damage + 2 Fear. Five elements = innate-threshold workhorse.
Key Strategic Principles
- Don’t pay 3 for a Minor. Every 3-cost starter becomes a bad Minor in unfavorable conditions. Only play if: Guard both clears AND prevents, Year is stopping a disaster, Rituals has ≥3 Dahan.
- Minor-first drafts. Phantaskippy: “With only 1 starting power that costs less than 3, it’s very hard to reach a point where you can sustain playing a large number of cards.” 2 Minors before Majors (BGG #1943226).
- Sacred-site defense is free. Don’t play Guard where Earth’s Vitality already covers.
- Situational-tool mindset. VSE’s 3-cost starters are already Major-like — don’t double-dip on Majors.
- Gift of Strength is a bonus, not a plan.
Possible Openings
Shared starting state
- 3 Presence on Mountain/Jungle start (sacred site + lone).
- 4 Uniques in hand: A Year of Perfect Stillness (3E Fast, Sun/Earth), Draw of the Fruitful Earth (1E Slow, Earth/Plant/Animal), Guard the Healing Land (3E Fast, Water/Earth/Plant), Rituals of Destruction (3E Slow, Sun/Moon/Fire/Earth/Plant).
- Starting income: 2 Energy, 1 Card Play.
Opening A — Jungle Explore (“learn on T1”) 🟨
Phantaskippy’s Jungle-explore branch.
T1 · Growth: G2 — Gain 1 Power Card + Add Presence Range 0.
- Place at Range 0 to upgrade the starting Jungle presence into a sacred site (free Defend 3 on T2 ravage).
T1 · Play (2E, 1 CP): Draw of the Fruitful Earth (or new Minor if its effect fits).
T2 · Growth: G3 — +2 Energy + Presence Range 1.
- Income: 2E (track) + 2E (G3) = 4E — need for 2 card plays.
T2 · Play (4E, 1 CP → need +1 CP; actually T2 CP stays 1 on track, so plan carefully): Rituals of Destruction + a Minor, OR Guard if it cleans a starting blight AND prevents a new one.
Opening B — Non-jungle Explore (energy on T1) 🟨
T1 · Growth: G3 — +2 Energy + Presence (place in newly-explored land).
T1 · Play (4E): Draw of the Fruitful Earth — gather Dahan to the threatened land; if geometry allows, pull lone Explorers from 2 adjacent lands simultaneously to abort 2 Builds.
T2 · Growth: Presence matures to sacred site before Ravage. T2 · Play: Rituals of Destruction (with Dahan stacked = 5 damage + 2 fear).
Opening C — Kamahl’s Rituals T2 max-value 🟨
T1: +2E / presence to defend optimally; play Draw (or the right tool). T2: +2E / presence matures to sacred site; play Rituals + Draw (repeated via Gift-of-Strength L1). “Typically smash something to smithereens.” (Kamahl)
Opening D — Building-already-in-starting-land (forced) 🟥
Free defense won’t stop Town + City. T1 must be A Year of Perfect Stillness (forced +2E growth). Card-efficient it is not, but the board remains intact.
Opening Decision
- Opening A when Jungle explores.
- Opening B when non-Jungle explores.
- Opening C for max-value Rituals T2 turn.
- Opening D when start-land buildings force the Year.
Card Priority Ratings
Uniques — VSE-specific ranking
- Rituals of Destruction — 5-damage + 2 Fear Dahan-scaled.
- Draw of the Fruitful Earth — 1-cost the sustainability.
- Guard the Healing Land — Blight-cleanse + Defend when both clauses fire.
- A Year of Perfect Stillness — emergency lock-out.
Top 10 Minor Draft Picks (Earth + Animal prime)
| # | Card | Cost | Speed | Elements | Why |
|---|---|---|---|---|---|
| 1 | Call to Bloodshed | 0 | Slow | Moon, Animal | 0-cost Animal for Rituals |
| 2 | Quicken the Earth’s Struggles | 0 | Slow | Earth, Plant, Animal | 0-cost triple-prime |
| 3 | Call of the Dahan Ways | 1 | Slow | Moon, Earth | Earth-feeder |
| 4 | Pull Beneath the Hungry Earth | 0 | Slow | Moon, Earth | 0-cost Earth |
| 5 | Gift of Power | 1 | Fast | Moon | Utility |
| 6 | Drift Down to Rest | 0 | Slow | Sun, Air, Plant | 0-cost Sun |
| 7 | Sap Their Strength | 1 | Fast | Moon, Earth, Plant | Earth + Plant |
| 8 | Elemental Boon | 0 | Fast | Sun, Moon, Fire, Air | Four-element 0-cost |
| 9 | Song of Sanctity | 0 | Slow | Sun, Plant, Animal | 0-cost Sun + Plant |
| 10 | Unrelenting Growth | 0 | Slow | Sun, Plant | 0-cost Plant |
Top 5 Major Draft Picks (T5+ ambition)
| # | Card | Cost | Speed | Elements | Why |
|---|---|---|---|---|---|
| 1 | Trees Radiate Ancient Sanctity | 3 | Fast | Moon, Sun, Plant, Earth | Earth + Plant + multi-land Defend |
| 2 | Settling into Hunting Grounds | 3 | Slow | Moon, Earth, Plant, Animal | Four-element flex |
| 3 | Land of Haunts and Embers | 4 | Slow | Moon, Fire, Earth | Earth + multi-land |
| 4 | Vigor of the Breaking Dawn | 4 | Fast | Sun, Plant | Sun + Plant |
| 5 | Tigers Hunting | 3 | Fast | Fire, Animal | Cheap Animal |
Cards to Avoid
| Card | Reason |
|---|---|
| 3-cost Minors | Already have 3 3-cost starters |
| Presence-destroyer Majors | VSE’s sacred-site defense is structural |
Adversary Matchup Matrix
| Adversary | Opening | Rating | Matchup note |
|---|---|---|---|
| Brandenburg-Prussia | A / B | ★★★☆☆ | Build pressure punishes slow setup |
| England | C | ★★★☆☆ | Rituals + Guard cycle against coastal City builds |
| Sweden | A / B | ★★★☆☆ | Build-spam fights maintenance role |
| France-Plantation | A | ★★★☆☆ | [VERIFY] |
| Russia | A / B | ★★★☆☆ | [VERIFY] |
| Scotland | A / B | ★★★☆☆ | [VERIFY] |
| Habsburg Mining | A | ★★★☆☆ | [VERIFY] |
| Habsburg Livestock | A | ★★☆☆☆ | [VERIFY] |
Board / Map Configuration
Per Phantaskippy:
| Board / Start | Rating | Note |
|---|---|---|
| Board C + Mountain explore | ★★☆☆☆ | No Mountains at Range 1 outside starting sacred site |
| Board D + Mountain explore (2nd Mountain blighted) | ★★★☆☆ | Guard-the-Healing-Land T2 priority |
| Board A + Sands explore | ★★★☆☆ | Don’t place in land 7; go to 1 or 5, range into 4 |
| Others | ★★★★☆ | Workable |
Game-Phase Strategy
Early (T1–3)
- Puzzle-piece turn selection: match growth to the Explore.
- Rituals T2/T3 at a Dahan-stacked land.
- Draw T1 to enable Rituals T2.
Mid (T4–6)
- 2 card plays sustained (bottom-track maturation).
- Major-power hunting.
- Gift of Strength L1/L2 for ally Repeats.
Late (T7+)
- +3 Energy growth lane; Major integration.
- Gift of Strength L3 for ally Major Repeats.
Synergy Partners (Multiplayer)
- Dahan-movers: Thunderspeaker, Keeper, Fractured Days — fuel Rituals targets.
- City-softeners: Lightning, Shadows, Green’s Stem — so Rituals can finish.
- Bringer of Dreams: VSE’s slow damage + fear conversion.
Common Mistakes
- Paying 3 for a Minor. Every 3-cost starter becomes a bad Minor under unfavorable conditions.
- Reclaiming on T3 with 3 cards in discard. Tempting because cheap. Loses tempo unless set up for Rituals+Draw next turn.
- Skipping Draw T1 to pre-set Rituals T2 (BGG #1943226 warning): costs you Dahan-gather in a land that Ravages undefended T2.
- Going Major on the power track. 3-cost starters are already Major-like.
Tempo Profile
| Turn | Target state |
|---|---|
| 1 | G2/G3 + Draw; tool-match the Explore |
| 2 | Rituals T2 at Dahan-stacked land (5 dmg + 2 Fear) |
| 3 | Reclaim or G3 (depending on hand); sacred-site stack |
| 4 | 2 CP sustained; one major turn banked |
| 5+ | Major-hunt; Gift of Strength L2/L3 |
Source Notes
- Mechanics:
data/references/wiki/vital-strength-of-the-earth.json(Wiki-parsed 2026-04-23). - Openings: Phantaskippy BGG 1974592 + Kamahl variant.