Vengeance as a Burning Plague
Card data, innate thresholds, special rules, growth options, presence track, and unique-card text below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.
Strategic framing from Rei’s BGG guide (thread 2709070) + Rei on Spirited Discussion podcast + jyonker13 openings thread 2484534.
| Field | Value |
|---|---|
| Expansion | Jagged Earth |
| Complexity | High |
| Play Difficulty | [VERIFY physical spirit panel] |
| Growth type | “many” — pick multiple growth options per turn |
| Power summary (1–5) | Offense 5 · Control 2 · Fear 3 · Defense 1 · Utility 1 |
| Primary Elements | Animal (Epidemics) · Fire (Savage Revenge) · Plant (Disease-seeding) · Air (Savage Revenge L1/L3) |
| Special Rules | Terror of a Slowly Unfolding Plague (let Build pass → 1 Fear) + Lingering Pestilence (destroyed Presence = 1 Disease) + Wreak Vengeance (Blight counts as Badlands) |
| Aspects | None |
| Rei’s Guide | Yes — thread 2709070 |
| latentoctopus | Not covered |
| BGG openings | jyonker13 thread 2484534 |
Spirit Overview — Framing
Vengeance is a destruction-triggered scaling spirit — its whole kit is inverted: letting Invaders Ravage your lands and destroy your presence unleashes the plague. Rei’s identity thesis:
I think of them as a sleepy spirit that needs to get woken up by invader’s destructive tendencies to unleash its revenge.
Wiki-printed playstyle note:
Wants Invaders (and itself) to take Damage — Blight is fuel via the Badlands rule, Destroyed Presence becomes Disease, and the innate scales with Damage dealt.
jlrothe’s framing (BGG):
Decide early where your kill zones will be, get presence there, get killed, get a bunch of disease in there, get to the second level of your first innate… that’s all she wrote.
Rei’s power-spike benchmark (canonical):
3 energy / 3 card plays unlocks Tier-2 innates and energy sustainability — anything beyond that is gravy. Scaling is much stronger than cards for Vengeance.
Complexity signal: High is correct. The psychological inversion is the hard part — most spirit-island instincts say “prevent Ravages, preserve Presence.” Vengeance wants the opposite, and choosing which Ravages/destruction to accept is decision-dense.
Starting Setup
1 of your Presence starts the game already Destroyed. Put 2 Presence on your starting board: 1 in a land with Blight, 1 in a Wetland without Dahan.
Yes — one Presence starts already Destroyed. That starting-Destroyed triggers Lingering Pestilence: 1 Disease seeded at setup on whatever land you designate.
Growth Options (growthtype: “many” — pick multiple)
| Growth | Effects | Best when |
|---|---|---|
| G1 | Reclaim + Gain 1 Power Card + +1 Energy | Full Reclaim cycle |
| G2 | Vengeance (special token/placement) + Vengeance (again) | The Disease-multiplier growth; picked twice-per-turn in the Fast Tempo opening |
| G3 | Gain 1 Power Card + Add Presence (Range 1, Disease-seeded) + +1 Energy | Card-gain + Disease placement + energy |
Presence Tracks
- Energy track (5 slots):
energy1 → energy2 → animal → energy3 → energy4- 1E → 2E → +Animal marker → 3E → 4E
- Card-play track (7 slots):
card1 → card2 → fireX → card2 → card3 → card3 → card4- 1 CP → 2 CP → Fire scaling → 2 CP → 3 CP → 3 CP → 4 CP
Starting income: 1 Energy, 1 Card Play.
Core Mechanics & Special Rules
Special Rule: Terror of a Slowly Unfolding Plague
When Disease would prevent a Build on a board with your Presence, you may let the Build happen (removing no Disease). If you do, 1 Fear.
Free 1 Fear per turn if you don’t use your Disease to prevent a Build. The token stays — use it to seed the next Ravage-farm instead. Rei clarifies: the Presence needs to be anywhere on the board, not in the specific Disease land.
Special Rule: Lingering Pestilence
When your Presence is destroyed by anything except a Spirit action, add 1 Disease where each destroyed Presence was.
Every Ravage that destroys your Presence = 1 Disease on that land. This is why Vengeance wants to be Ravaged.
Special Rule: Wreak Vengeance for the Land’s Corruption
Your actions treat Blight on the island as also being Badlands.
Every Blight token is a Badlands for your damage-scaling — Plaguebearers, Savage Revenge, and any Badlands-scaling Minor triple-dips.
Innate: Epidemics Run Rampant
- Speed: Fast · Range: 1 · Target: Disease
Text: (Disease cascade — check Wiki for exact text; the tool parse didn’t surface thresholds. Known effect structure: Disease in the target land spreads/multiplies, with element-gated tiers.)
Wiki page has fuller thresholds; cross-reference your physical panel or the Wiki Vengeance page.
Innate: Savage Revenge
- Speed: Slow · Range: 0 · Target: Building
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 3 | This Power has Range +1. |
| 2 | 3 | 1 Damage. |
| 3 | 4 | +2 Damage. |
| 4 | 5 | +3 Damage. |
Cumulative at L2+L3+L4 = 1+2+3 = 6 Damage to a Building at Range 0. Rei: “Scaling is much stronger than cards for Vengeance.” — this is why.
Unique Cards (all 4, Wiki-verified)
Fetid Breath Spreads Infection
- 2 Energy · Slow · Range 1 · Land with 1+ Invaders · Air, Water, Animal
- 1 Fear. Add 1 Disease.
The Disease-seeder. 2E Slow is expensive, but Disease-placement is the whole game setup. Drafted into Majors, Fetid Breath is the first Forget candidate — specialization into other Disease-adding Minors takes over.
Strike Low with Sudden Fevers
- 2 Energy · Fast · Range 1 · Land with 1+ Disease tokens · Fire, Air, Earth, Animal
- 1 Fear. Invaders skip Ravage Actions.
Ravage-skip at Disease lands. The conservation play — skips a whole Ravage in a land where you’ve pre-seeded Disease. Rei: never cast this “just because you can or for hitting a Tier-1 innate” — only when there’s a specific Ravage worth skipping.
Fiery Vengeance
- 0 Energy · Fast · No Range · Any Spirit · Sun, Fire
- Cost to Use: Target Spirit Removes 1 of their Destroyed Presence from the game. 1 Fear and 1 Damage in one of target Spirit’s lands.
0-cost self-fueling damage. The Destroyed-Presence cost is your resource — 1 Destroyed Presence per cast. Carries Fire → helps Savage Revenge thresholds.
Plaguebearers
- 1 Energy · Slow · Range 2 · Land with 1+ Disease tokens · Fire, Water, Animal
- 1 Fear if Invaders are present. For each Disease, Push 2 Explorer/Town/Dahan. 1 Disease may move with each Pushed piece.
Disease-push + Disease-relocation. The signature Vengeance card: moves Invaders into your kill zones + relocates Disease to where you want it next turn.
Key Strategic Principles
- Let Ravages happen in your farmed lands. Destroyed Presence = Disease; Ravaged Blight counts as Badlands.
- Rei’s power spike is 3E / 3 CP. Target this by T4. Don’t chase beyond it.
- Decide kill zones early. jlrothe: “Decide early where your kill zones will be, get presence there, get killed, get a bunch of disease in there.”
- Specialize elements — don’t straddle Fire vs. Animal. Rei picks Fire by default (Savage Revenge L2 without Disease concentration).
- Terror of a Slowly Unfolding Plague gives 1 Fear per turn for free. Presence anywhere on the board, not the specific Disease land.
- Forget Fetid Breath when you draft Majors — specialization takes over. Exception: if the Major synergizes with Fetid (Flow Like Water, Sea Monsters), forget Fiery Vengeance instead (especially vs England).
- Monitor presence-destruction Blight cards (Tipping Point, Pall, Erosion of Will) — in solo keep 2+ presence banked.
Possible Openings
Shared starting state
- 2 Presence + 1 Destroyed Presence + 1 Disease on board (Disease seeded via Lingering Pestilence from Destroyed setup).
- 4 Uniques in hand: Fetid Breath Spreads Infection (2E Slow, Air/Water/Animal), Strike Low with Sudden Fevers (2E Fast, Fire/Air/Earth/Animal), Fiery Vengeance (0E Fast, Sun/Fire), Plaguebearers (1E Slow, Fire/Water/Animal).
- Starting income: 1 Energy, 1 Card Play.
Opening A — Fast-Tempo Minors (Rei’s “bread & butter”) 🟨 (default)
Above-tempo with Invaders; farms Blight for scaling.
T1 · Growth: G3 (Minor + top-track presence + 1E). T1 · Play: Fetid Breath — seed Disease at range, prep T2 Plaguebearers target.
T2 · Growth: G2 × 2 (two bottom-track). T2 · Play: Plaguebearers + flex (Fiery Vengeance or Minor). Push Explorer+Town from setup land to create “sacrificial altars” (jlrothe’s phrasing).
T3 · Growth: G2 × 2 (two bottom, Disease-seed Ravaging / Dahan lands). T3 · Play: Strike Low with Sudden Fevers + Minor + flex.
T4 · Target: 3/3 CP pre-Reclaim. If Invader cards “doubled up” (Stage-1→Stage-2 same terrain), skip T3 Strike Low. Otherwise Reclaim loop is expected.
Opening B — Minus-Tempo Minors 🟨
On-tempo with Invaders; patient growth.
T1: Same as Opening A. T2: G2 (single) — preserve flex into Fast Tempo if T3 demands Strike Low. T3: If no Strike Low pressure → grab a Minor; set up T4 for 7–8E + 3 plays + Strike Low ravage-skip.
Opening C — Early Major (Rei-preferred) 🟥
T1 · G2 (top × 2) + Fetid Breath (~1E left). T2 · G2 (top + bottom into Ravaging/Dahan lands) + Plaguebearers + Fiery Vengeance (flex). T3 · G3 — gain Major + top-or-bottom presence (priority: Sacred Site for Major > range > Ravaging land). 6–7E pool. Flex Strike Low if needed.
Fire-vs-4E decision: Fire if Major is 2–3 cost OR Strike Low must skip T3; 4E if saving Strike Low for T4 or aiming at 4–6 cost Major.
Opening D — jyonker13 simplified 🟨
For teaching / new players.
T1 · G2 (+1E, Minor, presence from energy). Play Fetid Breath. T2 · G3 (2 presence). Play Plaguebearers + new Minor. T3 · G2 (2 presence). Play Strike Low + Fiery Vengeance. T4: Reclaim.
jyonker13 prefers Fire over Animal Minors: “your second innate scales better than your first without requiring Disease to be concentrated in one land.”
Opening Decision
- Default Opening A (Fast-Tempo Minors) for most matchups — Prussia, Russia, Scotland, Sweden, Habsburg.
- Opening B (Minus-Tempo) when board-state is fragile T2.
- Opening C (Early Major) when the Major draft lands Fire or Water at ≤4E.
- Opening D for teaching or low-L play.
Card Priority Ratings
Uniques — Vengeance-specific ranking
- Plaguebearers — Disease-push + relocation engine.
- Fiery Vengeance — 0E Fast self-fueling damage.
- Strike Low with Sudden Fevers — Ravage-skip (conservation).
- Fetid Breath Spreads Infection — Disease-seeder; first Forget candidate for Major drafts.
Top 10 Minor Draft Picks (Fire > Animal > Plant)
| # | Card | Cost | Speed | Elements | Why |
|---|---|---|---|---|---|
| 1 | Pyroclastic Friction | 1 | Fast | Fire, Earth | Fire-feeder |
| 2 | Visions of Fiery Doom | 1 | Slow | Moon, Fire | Fire-feeder |
| 3 | Rain of Blood | 1 | Slow | Moon, Fire, Water | Fire + multi-element |
| 4 | Call to Bloodshed | 0 | Slow | Moon, Animal | 0-cost Animal |
| 5 | Call to Migrate | 0 | Fast | Air, Animal | 0-cost Animal |
| 6 | Predatory Nightmares | 0 | Fast | Moon, Animal | 0-cost Animal |
| 7 | Infested Aquifers | 1 | Slow | Water, Animal | Disease-compatible utility |
| 8 | Poisoned Dew | 1 | Slow | Water, Plant | Russia-killer flex |
| 9 | Quicken the Earth’s Struggles | 0 | Slow | Earth, Plant, Animal | 0-cost triple-element |
| 10 | Dry Wood | 0 | Slow | Fire, Plant | Fire-seeder (rare useful Plant) |
Top 5 Major Draft Picks (Rei’s favorites)
| # | Card | Cost | Speed | Elements | Why (Rei) |
|---|---|---|---|---|---|
| 1 | Flow Like Water, Reach Like Air | 2 | Fast | Sun, Air, Water | Gather + Blight-pile |
| 2 | Unleash a Torrent of the Deep | 5 | Slow | Moon, Water, Earth, Animal | Energy battery with Fiery |
| 3 | Settling Into Hunting Grounds | 3 | Slow | Moon, Earth, Plant, Animal | Beast/Disease synergy |
| 4 | Angry Bears | 3 | Fast | Moon, Fire, Animal | Beast + Fire |
| 5 | Dissolve the Bonds of Kinship | 3 | Fast | Sun, Moon, Air, Water | Invader-vs-Invader damage |
Also Rei-favored: Infestation of Venomous Spiders, Bloodwrack Plague, Utter a Curse, Pillar of Living Flame, Focus the Land’s Anguish.
Cards to Avoid (Rei’s almost-never list)
| Card | Reason |
|---|---|
| Cast Down into the Briny Deep | Wrong profile |
| Volcanic Eruption | — |
| Draw Towards a Consuming Void | — |
| Fire and Flood | — |
| Transform into Murderous Darkness | — |
| Tsunami | — |
| Twisted Flowers Murmur | — |
| Accelerated Rot | — |
| Grant Hatred | — |
Rei’s minor-avoid list: Renewing Boon, Dry Wood (contradicts above — flag variant: drafting context matters), Reaching Grasp, Haunted by Primal, Encompassing Ward, Call to Migrate/Ferocity, Prowling Panthers.
Adversary Matchup Matrix (Rei-documented)
| Adversary | Opening | Rating | Matchup note |
|---|---|---|---|
| Brandenburg-Prussia | Fast-Tempo Minors (A) | ★★★★☆ | Rei: Prussia 4/6 validated |
| England | Fast-Tempo Majors w/ Fire (C) | ★★★★☆ | Rei: England 5 |
| France-Plantation | Minus-Tempo Minors w/ Animal (B) | ★★★☆☆ | Rei: France 5 |
| Habsburg Mining | Minus-Tempo Majors (B/C) | ★★★☆☆ | Rei: Habsburg 4 |
| Russia | Fast-Tempo Majors w/ Fire (C) | ★★★☆☆ | Rei: Russia 4; flex Poisoned Dew |
| Scotland | Fast-Tempo Majors w/ Fire (C) | ★★★☆☆ | Rei: Scotland 4 |
| Sweden | Fast-Tempo Majors w/ 4-Energy (C) | ★★★★☆ | Rei: Sweden 5 |
| Habsburg Livestock | Minus-Tempo | ★★★☆☆ | [VERIFY] |
Board / Map Configuration
Per Rei:
| Board | Rating | Reason |
|---|---|---|
| C | ★★★★★ | “Fin.” (Rei). 2 Dahan in blighted starting land; 1-range to all except coastal 3; central 2-range Plaguebearers reach; 6 lands for Bloodwrack AOE. |
| F | ★★★★☆ | Similar central range to C |
| B | ★★★★☆ | Slight N/S split |
| E | ★★★☆☆ | Only vs Sweden (Blight-move synergy) |
| Others | ★★★☆☆ | Workable |
Game-Phase Strategy
Early (T1–3)
- Fetid Breath → Plaguebearers → Strike Low (flex) cadence.
- 3 CP / 3E power spike by T4.
- Savage Revenge L1 (3 Air) online via Air-minor draft.
Mid (T4–6)
- Savage Revenge L2/L3 — multi-Damage destroy cycles.
- Major-integration (if Opening C).
- Presence destruction accepted as Disease-fuel.
Late (T7+)
- Savage Revenge L4 (6 damage cumulative).
- Plaguebearers multi-Disease cycles.
- Major board-wide closes (Bloodwrack, Focus).
Synergy Partners (Multiplayer)
- Energy-donors — Rei: Vengeance should almost always get first board-pick; Energy/card gifts reward the destruction engine.
- Water spirits (Downpour, Ocean) — Board A/C coordination for water access.
- Defend-providing partners — unlock Vengeance’s aggressive mode.
- aaroncstevens93: “If a Spirit gives Vengeance a Gift, then Vengeance can exact revenge on that Spirit’s behalf as well.”
Common Mistakes
- Strike Low without a Ravage worth skipping. “Just because you can” is a tempo-loss.
- Playing a weak Minor when doing nothing sets up Tier-2 innates next turn.
- Reclaiming preemptively with Strike Low still in hand.
- Straddling Fire + Animal Minor drafts — neuters damage.
- Forgetting Vengeance only needs 1 presence anywhere on the island to let a Build pass for 1 Fear. Widely missed; German-JE card is misprinted on this.
- Ignoring presence-destruction Blight cards — keep 2+ presence banked in solo.
Tempo Profile
| Turn | Target state |
|---|---|
| 1 | G3 + Fetid Breath; Disease seeded |
| 2 | G2×2 + Plaguebearers + flex; push-to-kill-zone |
| 3 | G2×2 + Strike Low + Minor; 3E income |
| 4 | Reclaim; 3/3 CP power spike |
| 5–7 | Savage Revenge L2/L3 cycles; Major-integration (Opening C) |
| 8+ | Savage Revenge L4; Bloodwrack AOE |
Source Notes
- Mechanics:
data/references/wiki/vengeance-burning-plague.json(Wiki-parsed 2026-04-23). - Primary strategy: Rei’s BGG Guide 2709070.
- Openings: jyonker13 thread 2484534.
- Podcast: Rei on Spirited Discussion.