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Serpent Slumbering Beneath the Island

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
ExpansionPromotional Pack 1
ComplexityHigh
Play Difficulty[VERIFY from spirit panel]
Growth type“two” — see Growth Options below
Power summary (1–5)Offense 2 · Control 2 · Fear 2 · Defense 4 · Utility 5
Primary ElementsEarth, Fire, Water, Plant (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

There are several ways to play the Serpent, but all require patience: early game involves slowly building up Powers and Presence. It’s not helpless during this time, but it isn’t as effective as anyone else. It becomes incredibly powerful after awakening, but getting there requires a lot of time. Make sure to Absorb Essence before you run up against your Presence cap - and to get other players’ buy-in before using Absorb Essence on their Presence.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

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

Growth Options (two)

GrowthEffects
G1first=reclaim, second=movepresence1
G2first=gain1p, second=energy1
G3first=energy4
G4first=noblight

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, fire, any, reclaim1E, earth, energy6, any, energy12
  • Card-play track: card1, moonX, card2, waterX, serpent, card4, card5reclaim1

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.

5
7
8
10
11
12
13

Innate: SERPENT WAKES IN POWER

  • Speed: slow · Range: None · 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 or more 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 or more Absorbed Presence may do likewise.

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 Town / City.
22 Moon Moon + 2 Earth EarthFor each 2 Moon Moon 2 Earth Earth you have, 2 Fear Fear and you may Push 1 Town Town from target land.
35 Moon Moon + 6 Fire Fire + 6 Earth EarthCost 7 In every land in the game: X Damage, where X is the number of Presence you have in and adjacent to that land.

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 Serpent Slumbering Beneath the Island’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/serpent-slumbering-beneath-the-island.json for full scoring + reasons.

  • Primary elements (innate-weighted): Earth (wt 6.6), Fire (wt 5.4), Water (wt 3.0)
  • Mid-game energy estimate (T3–T5 avg): 12.0E
  • Power summary: Offense 2 · Control 2 · Fear 2 · Defense 4 · Utility 5

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1The Shore Seethes with Hatred1SlowFire, Water, Earth, Plant1 Fear Fear. Add 1 Badlands and 1 Wilds.elements earth+fire+plant+water → 18.0
2Gift of Power0SlowMoon, Water, Earth, PlantTarget Spirit gains a Minor Power Card.elements earth+moon+plant+water → 15.3
3Hazards Spread Across the Island0FastFire, Air, Earth, PlantChoose a type of token from Badlands/Beasts/Disease/Strife/Wilds that exists in an adjace…elements earth+fire+plant → 15.0
4Rouse the Trees and Stones1SlowFire, Earth, Plant2 Damage. Push 1 Explorer Explorer.elements earth+fire+plant → 15.0
5Treacherous Waterways0FastFire, Water, EarthAdd 1 Wilds. OR Push 1 Explorer Explorer.elements earth+fire+water → 15.0
6Quicken the Earth’s Struggles1FastMoon, Fire, Earth, Animal1 Damage to each Town/City. OR Defend 10.elements earth+fire+moon → 14.7
7Roiling Bog and Snagging Thorn0FastMoon, Fire, Water, Plant1 Fear Fear. Isolate. Defend 2.
1 Dahan Dahan does not participate in Ravage.
(Check when ra…
elements fire+moon+plant+water → 14.1
8Unquenchable Flames1SlowMoon, Fire, Earth1 Fear Fear. 1 Damage to Towns/Cities. Invaders do not heal Damage at end of turn.elements earth+fire+moon → 14.7
9Steam Vents1FastFire, Air, Water, EarthDestroy 1 Explorer Explorer.elements earth+fire+water → 15.0
10Rites of the Land’s Rejection1FastMoon, Fire, EarthInvaders do not Build in target land this turn. 1 Fear Fear per Town/City or 1 Fear Fear per Dahan,…elements earth+fire+moon → 14.7

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 earth+fire+moon+plant+water → 20.7
2Pent-Up Calamity3FastMoon, Fire, Earth, Plant, AnimalAdd 1 Disease and 1 Strife. OR Remove any number of Beasts/Disease/Strife/Wilds. For …elements earth+fire+moon+plant → 17.7
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+plant → 15.0
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+moon → 14.7
5Dream of the Untouched Land6FastMoon, Water, Earth, Plant, AnimalRemove up to 3 Blight Blight and up to 3 Health worth of Invaders.elements earth+moon+plant+water → 15.3

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Serpent Slumbering Beneath the Island 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.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

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

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/serpent-slumbering-beneath-the-island.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 1 Presence on your starting board in the land #5.
  • 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: two — (see spirit panel)

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); movepresence1 (Move 1 Presence (Range 1))
  • G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); energy1 ((track slot showing 1 Energy))
  • G3: energy4 (+4 Energy this turn (growth effect))
  • G4: noblight ((spirit-specific: noblight — consult spirit panel))

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 · fire · any · reclaim1E · earth · energy6 · any · energy12 — income as slots reveal: 1 → fire → any → reclaim1E → earth → 6 → any → 12

Card-play track

card1 · moonX · card2 · waterX · serpent · card4 · card5reclaim1 — CP as slots reveal: 1 → moonX → 2 → waterX → serpent → 4 → 5

Innate Powers

  • SERPENT WAKES IN POWER (Speed: Slow · Range: ? · Target: you)
    • L1 — 2 Fire Fire + 1 Water Water + 1 Plant Plant: Gain 1 Energy. Other spirits with any Absorbed Presence also gain 1 Energy.
    • L2 — 2 Water Water + 3 Earth Earth + 2 Plant Plant: Add 1 Presence to Range 1. Other spirits with 2 or more Absorbed Presence may do likewise.
    • L3 — 3 Fire Fire + 3 Water Water + 3 Earth Earth + 3 Plant Plant: Gain a Major Power without Forgetting. Other Spirits with 3 or more Absorbed Presence may do likewise.
  • SERPENT ROUSES IN ANGER (Speed: Slow · Range: 0 · Target: any)
    • L1 — 1 Fire Fire + 1 Earth Earth: For each Fire Earth you have, 1 Damage to 1 Town Town / City.
    • L2 — 2 Moon Moon + 2 Earth Earth: For each 2 Moon Moon 2 Earth Earth you have, 2 Fear Fear and you may Push 1 Town Town from target land.
    • L3 — 5 Moon Moon + 6 Fire Fire + 6 Earth Earth: Cost 7 In every land in the game: X Damage, where X is the number of Presence you have in and adjacent to that land.

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 Serpent Slumbering Beneath the Island’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 Serpent Slumbering Beneath the Island’s profile (Fear 2, Offense 2, Control 2, Defense 4, Utility 5).

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 Serpent Slumbering Beneath the Island: Front-load coastal defense or disruption before T3’s first Ravage.

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.