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Serpent Slumbering Beneath the Island

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 paraphrased from jyonker13’s BGG openings thread 2282835 + Zetan’s solo refinement.

At a Glance

FieldValue
ExpansionPromotional Pack 1
ComplexityHigh
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 2 · Control 2 · Fear 2 · Defense 4 · Utility 5
Primary ElementsEarth (Serpent Wakes + Rouses) · Fire + Water (Serpent Wakes + Rouses) · Moon (Rouses) · Plant (Wakes)
Special RulesDeep Slumber (5-presence cap; raise via Absorb Essence)
AspectsNone
Rei’s GuideNot covered
latentoctopusNot listed
BGGjyonker13 thread 2282835

Spirit Overview — Framing

Serpent is an enabler-then-nuker — early turns are support via two Gift powers; mid-late, the Deep Slumber track absorbs presence off-board to power Serpent Wakes in Power + Serpent Rouses in Anger. jyonker13:

Being effective as a multiplayer Serpent hinges on predictive management of your own Presence cap, and a working knowledge of the Reclaim cycles of the other Spirits at your table.

Non-obvious traits:

  • Solo vs multi divergence is sharper than any other spirit. In solo, Gifts self-target. In 2P+ 3 of 4 starting cards must target another spirit — there will be no-innate turns.
  • Presence-cap management is active. Other spirits accidentally accelerate your wake via lent elements; maxing out = “only half wake up.”
  • Gifts reshape partner reclaim cycles. Primordial Deeps delays reclaim; Flowing Power accelerates discard.

Complexity signal: High is accurate. Different spirit in solo vs. multi.

Starting Setup

Put 1 Presence on your starting board in land #5.

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

GrowthEffectsBest when
G1Reclaim + Move 1 Presence (Range 1)Reclaim cycle + reposition
G2Gain 1 Power Card + +1 EnergyCard + energy
G3+4 EnergyBig energy spike for Majors
G4Add Presence (Range 0, No-Blight)Spread on safe lands

Presence Tracks

  • Energy track (8 slots): energy1 → fire → any → reclaim1E → earth → energy6 → any → energy12
  • Card-play track (7 slots): card1 → moonX → card2 → waterX → serpent → card4 → card5reclaim1

Starting income: 1 Energy, 1 Card Play. Energy track peaks at 12 E and has TWO “any element” slots — the scaling is enormous.

Core Mechanics & Special Rules

Special Rule: Deep Slumber

You start off limited to 5 Presence on the island. Raise this with your Absorb Essence Power Card. Each use covers the lowest revealed number; your Presence limit is the lowest uncovered number.

Serpent’s presence cap starts at 5 and expands via Absorb Essence casts. Managing this cap is the whole game.

Innate: Serpent Wakes in Power

  • Speed: Slow · Target: You
LevelThresholdsEffect
12 Fire Fire + 1 Water Water + 1 Plant PlantGain 1 Energy. Other spirits with any Absorbed Presence also gain 1 Energy.
22 Water Water + 3 Earth Earth + 2 Plant PlantAdd 1 Presence to Range 1. Other spirits with 2+ Absorbed Presence may do likewise.
33 Fire Fire + 3 Water Water + 3 Earth Earth + 3 Plant PlantGain a Major Power without Forgetting. Other Spirits with 3+ Absorbed Presence may do likewise.

The team-rewarding innate. Partners with Absorbed Presence benefit.

Innate: Serpent Rouses in Anger

  • Speed: Slow · Range: 0 · Target: Any
LevelThresholdsEffect
11 Fire Fire + 1 Earth EarthFor each Fire & Earth you have, 1 Damage to 1 Town / City.
22 Moon Moon + 2 Earth EarthFor each 2 Moon + 2 Earth you have, 2 Fear + Push 1 Town from target land.
35 Moon Moon + 6 Fire Fire + 6 Earth EarthCost 7 Energy. In every land in the game: X Damage, where X is Presence in and adjacent to that land.

L3 is a board-wide nuke at 7E cost. The “steamroll” turn.

Unique Cards (Serpent has special Uniques; let me list what I have)

[VERIFY — Wiki-fetch didn't parse Serpent's uniques cleanly; the 4 canonical uniques are:]

Elemental Aegis

  • 1 Energy · Fast · Range 0 · Any Land · Fire, Water, Earth
  • Defend 2 in target land and all adjacent lands. For every Presence on your “Deep Slumber” track, Defend 1 in target land and all adjacent lands.

The Deep-Slumber-scaled Defend. Reclaimed every turn in the solo build.

Absorb Essence

  • 0 Energy · Fast · Range 0 · Any Land · Moon, Water
  • Absorb 1 of your Presence (remove from the game, covering your limit). Gain 3 Energy. Target Spirit gains 1 element that target Spirit has.

Presence → Energy conversion. Core to the Serpent economy.

Gift of Flowing Power

  • 0 Energy · Fast · No Range · Another Spirit · Water, Earth, Plant
  • Target Spirit gains an extra Power Card play this turn. Serpent gains an element that target Spirit has.

Partner extra-play + element theft.

Gift of the Primordial Deeps

  • 0 Energy · Fast · No Range · Another Spirit · Moon, Water, Earth
  • Target Spirit plays a Minor Power from the top of the Minor deck for free. Serpent gains an element that target Spirit has.

Partner free-Minor + element theft.

Key Strategic Principles

  1. Solo and multi are different spirits. Solo self-target Gifts; multi target partners.
  2. Don’t wake up too fast. jyonker13: “The biggest mistake you can make is attempting to wake up too fast at the expense of the board state.”
  3. Earth is pivotal. Gated behind T3 growth track — can’t be rushed.
  4. Absorb Essence is the bridge. Present → Energy + partner element-gift in one play.
  5. Elemental Aegis is reclaim-engine material.
  6. Choose Gift by partner tempo fit, not by element color.

Possible Openings

Shared starting state

  • 1 Presence on land #5.
  • 4 Uniques: Elemental Aegis, Absorb Essence, Gift of Flowing Power, Gift of the Primordial Deeps.
  • Starting income: 1 Energy, 1 Card Play.

Opening A — Multi-player canonical (jyonker13) 🟨

T1 · Growth: G2 (+1E, gain Minor, presence from plays). T1 · Play: Gift of Flowing Power OR Gift of Primordial Deeps at a partner.

T2 · Growth: G3 (+4E, presence from plays). T2 · Play: Absorb Essence + Elemental Aegis.

  • Absorb nets +3E and grants a partner an element. Use Absorb’s “any” element as Earth to hit Serpent Rouses L1.

T3 · Growth: G4 (+Major, +1E, presence from energy). T3 · Play: remaining Gift + lesser Minor. Forget weaker Minor.

T4 · Growth: G1 Reclaim All + Move presence + Add from energy.

Opening B — Solo (Zetan refinement) 🟨

T1 · Growth: G2 (+1E, Minor, presence from bottom). T1 · Play: Gift of Flowing Power → play Gift of Primordial Deeps.

  • Place presence in City-building land or Town-with-no-Dahan.
  • If GoFP’s new Minor has Fire+Earth, push Serpent Rouses to Town-destroy T1.

T2 · Growth: G3 (+4E, presence from bottom). T2 · Play: Absorb Essence + Elemental Aegis. Position presence to cover all ravages.

T3+ · Growth: G1 Reclaim All + Move + add from top. T3+ · Play: Flowing Power + Aegis. Reclaim Aegis every turn.

T5+: Shift to Majors once Earth is uncovered. Eventually uncover card plays — 4 plays (effectively 5 with Flowing Power) becomes brutally destructive.

Opening Decision

  • Default Opening A in multi.
  • Default Opening B in solo.

Card Priority Ratings

Uniques — Serpent-specific ranking

  1. Absorb Essence — Presence→Energy bridge.
  2. Elemental Aegis — reclaim-engine Defend.
  3. Gift of Flowing Power — partner-extra-play.
  4. Gift of the Primordial Deeps — partner free-Minor.

Top 10 Minor Draft Picks (Earth/Fire/Water)

#CardCostSpeedElementsWhy
1Pyroclastic Friction1FastFire, EarthFire + Earth
2Call of the Dahan Ways1SlowMoon, EarthEarth-feeder
3Absorb Essence (extra copy)————
4Quicken the Earth’s Struggles0SlowEarth, Plant, Animal0-cost Earth + Plant
5Rain of Blood1SlowMoon, Fire, WaterFire + Water
6Sap Their Strength1FastMoon, Earth, PlantEarth + Plant
7Absorb Essence0FastWater0-cost Water
8Unrelenting Growth0SlowSun, Plant0-cost Plant
9Pull Beneath the Hungry Earth0SlowMoon, Earth0-cost Earth
10Call to Isolation0SlowWater, Animal0-cost Water

Top 5 Major Draft Picks

Serpent welcomes Majors — Wakes L3 gives free one. Target high-Energy multi-land damage/utility.

#CardCostSpeedElementsWhy
1Pyroclastic Flow6SlowFire, EarthFire + Earth prime
2Tsunami7SlowMoon, Water, EarthWater + Earth
3Volcanic Eruption8SlowMoon, Fire, EarthLate-game closer
4Manifest Incarnation3FastMoon, Plant, Animal, WaterWater + Plant
5Weave Together a Fabric of Place4FastSun, Moon, Air, Water, EarthFive-element

Cards to Avoid

[VERIFY] — thin BGG data.

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA★★★★☆Strong late-game board-wipe
EnglandA★★★☆☆[VERIFY]
SwedenA★★★☆☆[VERIFY]
France-PlantationA★★★☆☆[VERIFY]
ScotlandA★★★☆☆[VERIFY]
RussiaA★★★☆☆[VERIFY]
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

[VERIFY]. Focuscoene’s question — “every time I use this opening I blight in both lands T3” — answered: Serpent trades early blight acceptance for late-game steamroll. Don’t panic-pivot on T3 blight.

Game-Phase Strategy

Early (T1–3)

  • Gifts T1 (partner or self); Absorb + Aegis T2.
  • G3 energy spike.
  • Serpent Rouses L1 online via Fire + Earth starter elements.

Mid (T4–6)

  • Shift to Majors after Earth uncover.
  • Elemental Aegis reclaim-loop.
  • Wakes L2 with 2W/3E/2P.

Late (T7+)

  • Wakes L3 (free Major without Forget!).
  • Rouses L3 (Cost 7 board-wide damage).

Synergy Partners (Multiplayer)

  • Bringer of Dreams and Nightmares — Primordial Deeps T1: Bringer plays extra Minor + innates for 3 Fear + grants Serpent Earth (enables T1 Serpent Rouses Town-push).
  • Vital Strength of the Earth — Flowing Power T1: Earth plays Rituals + Draw + Gift of Strength L1.
  • Wildfire — Flowing Power T1: Flash Fires + Asphyxiating Smoke.
  • Lightning’s Swift Strike — Flowing Power T1: grants Fire, enables Harbingers + Shatter + Thundering Destruction L1.
  • Shadows Flicker Like Flame — Deeps T1 + Flowing Power T3 sequence.

Common Mistakes

jyonker13 named mistakes

  1. Waking too fast at the expense of board state. The biggest Serpent mistake.
  2. Maxing presence on-track — hitting cap → Wakes-in-Power only half-fires.
  3. Solo ignoring the “target self with any-spirit cards” rule (JE manual p. 22).
  4. Multi picking Gifts by element rather than partner-tempo fit.

Tempo Profile

TurnTarget state
1G2 + Gift to partner; Serpent Rouses L1 if Fire+Earth available
2G3 (+4E) + Absorb Essence + Elemental Aegis
3G4 (+Major) + remaining Gift + Forget weaker Minor
4G1 Reclaim All + redeploy
5+Wakes L2; Earth uncovered → Majors
8+Wakes L3 (free Major!); Rouses L3 board-wipe

Source Notes

  • Mechanics: data/references/wiki/serpent-slumbering-beneath-the-island.json (Wiki-parsed 2026-04-23).
  • Openings: jyonker13 BGG 2282835 + Zetan solo variant.