Keeper of the Forbidden Wilds
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 Jeremy Lennert’s BGG openings thread 1978655.
| Field | Value |
|---|---|
| Expansion | Branch & Claw |
| Complexity | Moderate |
| Play Difficulty | 3 [VERIFY physical spirit panel] |
| Growth type | “many” — pick multiple growths per turn |
| Power summary (1–5) | Offense 5 · Control 2 · Fear 1 · Defense 4 · Utility 3 |
| Primary Elements | Sun (both innates) · Plant (both innates) · Fire (Punish L1/L2) · Air (Spreading Wilds range) |
| Special Rules | Forbidden Ground (Sacred Sites Push Dahan; Dahan Events don’t move Dahan to Sacred Sites) |
| Aspects (JE) | Spreading Hostility [VERIFY] |
| Rei’s Guide | Not covered |
| latentoctopus | Not listed |
| BGG | Lennert thread 1978655 |
Spirit Overview — Framing
Keeper is a slow-starting, cluster-building sacred-site spirit — falls behind in Stage 1, catches up in Stage 2 when its Wilds tokens start choking Explores. Lennert:
Keeper tends to fall behind the invaders in the early game and then catch up in stage 2 when all those wilds you’ve been placing start blocking explores.
Wiki-printed playstyle note:
Wilds-placing, range-limited damage spirit. Punish Those Who Trespass is a zero-range damage innate; Spreading Wilds converts land-type into defensive terrain.
Non-obvious constraint: No way to place presence into blighted land. All three add-presence modes require no-blight, existing wilds, or existing presence. Shapes opening play more than damage numbers do.
Solo-vs-multi inversion on Towering Wrath: Wrath scales with sacred-site clustering, which fights against multi-board coverage needs. Community consensus: Wrath is phenomenal solo, weaker at 3–4p.
Complexity signal: Moderate is correct.
Starting Setup
Put 1 Presence and 1 Wilds on your starting board in the highest-numbered Jungle.
Growth Options (growthtype: “many” — pick multiple)
| Growth | Effects | Best when |
|---|---|---|
| G1 | Reclaim + +1 Energy | Reclaim cycle + energy bank |
| G2 | Gain 1 Power Card | Card-gain only |
| G3 | Keeper-add (Presence) + +1 Energy | Spread + energy |
| G4 | Keeper3 (3-presence bundle) + no-Blight constraint | Big spread into safe lands |
Presence Tracks
- Energy track (8 slots):
energy2 → sun → energy4 → energy5 → plant → energy7 → energy8 → energy9 - Card-play track (6 slots):
card1 → card2 → card2 → card3 → card4 → card5reclaim1
Starting income: 2 Energy, 1 Card Play.
Core Mechanics & Special Rules
Special Rule: Forbidden Ground
After you create a Sacred Site, Push all Dahan from that land. Dahan Events never move Dahan to your Sacred Site, but Powers can do so.
Sacred sites repel Dahan. Keeper’s lands are forbidden to Dahan — makes Towering Wrath’s Destroy-all-Dahan clause mostly a non-event.
Innate: Punish Those Who Trespass
- Speed: Slow · Range: 0 · Target: Any
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 2 | 2 Damage. Destroy 1 Dahan. |
| 2 | 2 | +1 Damage per Sun/Plant you have. |
| 3 | 4 | Split this Power’s Damage between target land and another of your lands. |
Range-0 damage scales with Sun+Plant. L2 at 2S/2F/3P can reach 4–6 damage.
Innate: Spreading Wilds
- Speed: Slow · Range: 1 · Target: No-Blight
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 2 | Push 1 Explorer per 2 Sun you have. |
| 2 | 1 | If target land has no Explorer, add 1 Wilds. |
| 3 | 3 | This Power has Range +1. |
| 4 | 1 | This Power has Range +1. |
Explorer-push + Wilds-seeding in empty lands. Wilds cancels Explores (see Token Economies).
Unique Cards (all 4, Wiki-verified)
Boon of Growing Power
- 1 Energy · Slow · No Range · Any Spirit · Sun, Moon, Plant
- Target Spirit gains a Power Card. If you target another Spirit, they also gain 1 Energy.
Card-gain + partner amp. Self-target fine in solo.
Regrow from Roots
- 1 Energy · Slow · Range 1 · Jungle or Wetland · Water, Earth, Plant
- If there are 2 Blight or fewer in target land, Remove 1 Blight.
Blight-remove with a cap — won’t fix cascaded lands but handles 1–2 Blight.
Sacrosanct Wilderness
- 2 Energy · Fast · Range 1 · Land with no Blight · Sun, Earth, Plant
- Push 2 Dahan. 2 Damage per Wilds in target land. OR Add 1 Wilds.
Dual-mode: Wilds-scaled damage (in already-wilded lands) or Wilds-seeder.
Towering Wrath
- 3 Energy · Slow · Range 1 from Sacred Site · Any Land · Sun, Fire, Plant
- 2 Fear. For each of your Sacred Site in/adjacent to target land, 2 Damage. Destroy all Dahan.
Cluster-scaled damage. 3 sacred sites adjacent = 6 damage + 2 Fear. The “Destroy all Dahan” clause is mostly irrelevant (Forbidden Ground repels Dahan anyway).
Key Strategic Principles
- Cluster sacred sites. Every additional site adjacent = +2 Wrath damage.
- Wilds tokens compound across turns. T1 Wilds = T4 Explore-cancel.
- Draft range-extenders. Zero-range Punish desperately wants Reaching Grasp, Sky Stretches to Shore.
- Keep 2+ energy banked T1–T2 — the +1 E / +presence growth is conditional.
- Solo vs multi inverts Wrath priority. Solo → cluster. 3–4p → spread.
- Strangling Firevine is the Major-draft crown jewel (Lennert).
Possible Openings
Shared starting state
- 1 Presence + 1 Wilds on highest Jungle.
- 4 Uniques in hand: Boon of Growing Power (1E Slow, Sun/Moon/Plant), Regrow from Roots (1E Slow, Water/Earth/Plant), Sacrosanct Wilderness (2E Fast, Sun/Earth/Plant), Towering Wrath (3E Slow, Sun/Fire/Plant).
- Starting income: 2 Energy, 1 Card Play.
Opening A — Lennert canonical 🟨 (default)
Saves 2E per early turn; reclaim on T4.
T1 · Growth: G1 (Minor) + G2 (+1E, place presence). Presence in starting land.
- Target elements: 2 Sun + 1 Plant; save 2E. If 0-cost Sun Minor drops, place from bottom track; play Boon of Growing Power + that Minor.
- Otherwise: place from top track (expose Sun); play only Boon.
- Hits Spreading Wilds L1 + L2 (2 Sun + 1 Plant); clear lone-Explorer land, seed Wilds.
T2 · Growth: G1 (+1E, presence) + G3 (pay 3E, presence, Minor).
- Income: 4E / 2 plays.
- Target: 2 Sun + 1 Plant again; save 2E. Legal combos:
- Sacrosanct Wilderness + any 0-cost Minor, OR
- Regrow from Roots + any Sun Minor.
T3 · Growth: G1 + G3 again (both bottom-track).
- Cards: Towering Wrath + Plant/Fire Minor + Plant Minor (e.g., Regrow from Roots).
- Hits Punish Those Who Trespass L2 (4 damage at Range 0, 5–6 with planning) + Spreading Wilds L3 (+1 Range).
- Energy tight — Wrath costs 3 of your 4E income; one companion must be 0-cost.
T4 · Growth: Reclaim. Repeat roughly T3 shape.
Opening B — T2 Wrath (damage-rush) 🟥
Play Wrath T2 for earlier burst. Lennert: typically a damage loss (fewer sites; only L1 Punish) and slows development — T3 can only place 1 presence.
Opening C — brunoxv’s “save 3E” 🟥
Save 3 rather than 2 on early turns so 3E growth option converts an unblighted presence into a sacred site same turn. Pushes Reclaim to T5.
Opening D — Major-rush (497328 variant) 🟥
T3 · Growth: G3 + Major (5+ Plant); forget Towering Wrath if better Major dropped.
The Jungle Hungers and Strangling Firevine are flagged as better 3-energy effects in games where site-clustering isn’t viable.
Opening Decision
- Default Opening A — Lennert’s canonical balanced line.
- Opening B/C in niche acceleration contexts.
- Opening D in 3–4p where cluster-scaling loses value.
Card Priority Ratings
Uniques — Keeper-specific ranking
- Towering Wrath — site-cluster-scaled damage.
- Sacrosanct Wilderness — Wilds-scaled Fast damage.
- Boon of Growing Power — card-gain + partner amp.
- Regrow from Roots — situational Blight-cleanse.
Top 10 Minor Draft Picks (Sun + Plant + Fire)
| # | Card | Cost | Speed | Elements | Why |
|---|---|---|---|---|---|
| 1 | Reaching Grasp | 1 | Fast | Sun, Water, Plant | Range-extender for Punish |
| 2 | Sky Stretches to Shore (if Major, skip — else sub) | — | — | — | — |
| 3 | Drift Down to Rest | 0 | Slow | Sun, Air, Plant | 0-cost Sun + Plant |
| 4 | Unrelenting Growth | 0 | Slow | Sun, Plant | 0-cost double-prime |
| 5 | Song of Sanctity | 0 | Slow | Sun, Plant, Animal | 0-cost triple-prime |
| 6 | Gift of Constancy | 0 | Fast | Sun, Plant, Animal | 0-cost Sun + Plant |
| 7 | Sap Their Strength | 1 | Fast | Moon, Earth, Plant | Plant + Moon |
| 8 | Gift of Power | 1 | Fast | Moon | Utility |
| 9 | Pyroclastic Friction | 1 | Fast | Fire, Earth | Fire-feeder |
| 10 | Quicken the Earth’s Struggles | 0 | Slow | Earth, Plant, Animal | 0-cost Plant |
Top 5 Major Draft Picks
| # | Card | Cost | Speed | Elements | Why |
|---|---|---|---|---|---|
| 1 | Strangling Firevine | 3 | Slow | Fire, Plant | Lennert: “amazing for Keeper” |
| 2 | The Jungle Hungers | 6 | Slow | Moon, Plant | Plant + multi-land |
| 3 | Sky Stretches to Shore | 2 | Fast | Sun, Moon, Air | Range-extender |
| 4 | Reaching Grasp | — | — | — | (if Major pool has Grasp — check) |
| 5 | Trees Radiate Ancient Sanctity | 3 | Fast | Moon, Sun, Plant, Earth | Sun + Plant multi-land |
Cards to Avoid
| Card | Reason |
|---|---|
| Single-land non-Plant Majors | Off-axis |
| Presence-destroyers | Keeper is presence-thin |
Adversary Matchup Matrix
| Adversary | Opening | Rating | Matchup note |
|---|---|---|---|
| Brandenburg-Prussia | A | ★★★☆☆ | Wilds-cancel Explores; Wrath clears mid-game |
| England | A | ★★★☆☆ | Coastal Cities bypass Jungle-start range |
| Sweden | A | ★★★☆☆ | [VERIFY] |
| France-Plantation | A | ★★★☆☆ | [VERIFY] |
| Scotland | A | ★★★☆☆ | [VERIFY] |
| Russia | A | ★★★☆☆ | [VERIFY] |
| Habsburg Mining | A | ★★★☆☆ | [VERIFY] |
| Habsburg Livestock | A | ★★☆☆☆ | [VERIFY] |
Board / Map Configuration
| Board / Start | Rating | Reason |
|---|---|---|
| Board B + Sands first-explore | ★☆☆☆☆ | “Keeper nightmare” (Stixidor) — no starting card solves a Sands; Sands at Range 2+ |
| Others | ★★★☆☆ | Workable |
Antistone: Across 12 draws, ~98.8% chance of drawing a useful land-clear. New blight rules mitigate the Board B trap further.
Game-Phase Strategy
Early (T1–3)
- Save 2E per turn; cluster sacred sites.
- Seed Wilds T1–T3 for Stage-2 Explore cancel.
- T3 Towering Wrath for first burst.
Mid (T4–6)
- Reclaim cycle every 3 turns.
- Punish Those Who Trespass L2 for 4–6 damage.
- Major integration (Strangling Firevine).
Late (T7+)
- Wrath + Wilds cycle with 4+ sacred sites adjacent.
- Punish L3 (4 Plant) for split-damage.
Synergy Partners (Multiplayer)
- A Spread of Rampant Green — Gift of Proliferation jumps Keeper to 5E T2 / 7E T3.
- Early-tempo partners (Sharp Fangs, Lightning) — pick up the slack T1–T2 (brunoxv).
- Avoid: other slow spirits without external acceleration.
Common Mistakes
- Placing both presence from top track T1 without a plan. Stalls economy.
- Playing Towering Wrath T2 with no sacred-site cluster yet.
- 3–4p cluster-focused + zero late-game reach to other boards (nobody82b).
- Ignoring range-extenders in the Minor draft.
Tempo Profile
| Turn | Target state |
|---|---|
| 1 | G1+G2 + Boon; Spreading Wilds L1/L2; seed Wilds |
| 2 | G1+G3 + Sacrosanct / Regrow + Minor; 4E income |
| 3 | G1+G3 + Wrath + Minors; Punish L2 hits 4–6 damage |
| 4 | Reclaim; reset |
| 5+ | Wrath-every-Reclaim cycle; Major integration |
Source Notes
- Mechanics:
data/references/wiki/keeper-of-the-forbidden-wilds.json(Wiki-parsed 2026-04-23). - Openings: Lennert BGG 1978655.