Volcano Looming High
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 2508259 + alercah / DsnowMan / Sh0rtz variants.
| Field | Value |
|---|---|
| Expansion | Jagged Earth |
| Complexity | Moderate |
| Play Difficulty | [VERIFY] |
| Growth type | “one” — pick one growth per turn |
| Power summary (1–5) | Offense 5 · Control 1 · Fear 2 · Defense 1 · Utility 3 |
| Primary Elements | Fire (both innates, all tiers) · Earth (both innates) · Air (Eruption L4/L5) |
| Special Rules | Mountain Home (Mountain-only placement) + Collapse in a Blast of Lava and Steam (destroyed Presence → damage) + Volcanic Peaks Tower (Range +1 from 3-presence lands) |
| Aspects | None |
| Rei’s Guide | Not covered |
| latentoctopus | tepidgoose Drive PDF (external) |
| BGG | jyonker13 thread 2508259 |
Spirit Overview — Framing
Volcano is “the Spirit of philosophers” (jyonker13) — the core tension isn’t whether to meet the Eruption threshold, it’s when to erupt. Identity:
You will weigh its moral merits, you will second-guess its forbidden allure, you will ponder what it truly means to “destroy presence”: in short, you will spend a ton of time thinking about when the fuck to do it.
Wiki-printed playstyle note:
Slow-build bomber — trades presence for burst damage + Fear. Furnace of the Earth recycles destroyed presence each Slow phase.
Identity in one line: Mountain-locked bomber; destroy Presence → big AOE damage + Fear.
Complexity signal: Moderate is correct — mechanics are straightforward, but when to erupt decision-load is high.
Starting Setup
Put 1 Presence and 1 Badlands on your starting board in a Mountain of your choice. Push all Dahan from that land.
Starting Badlands pre-seeds damage scaling.
Growth Options (growthtype: “one” — pick one per turn)
| Growth | Effects | Best when |
|---|---|---|
| G1 | Reclaim + Gain 1 Power Card + +3 Energy | Full Reclaim + big-energy turn |
| G2 | Add Presence (R0) + Add Presence (R0) | Stack starting Mountain density |
| G3 | Gain 1 Power Card + Add Presence (R4) + New-slot +1 Card Play | Card + reach + CP |
Presence Tracks
- Energy track (6 slots):
energy1 → energy2 → earth → energy3 → energy4 → energy5 - Card-play track (8 slots):
card1 → fireX → earthX → card2 → airX → card3 → fireX → card4
Starting income: 1 Energy, 1 Card Play.
Core Mechanics & Special Rules
Special Rule: Mountain Home
Your Presence may only be added/moved into Mountains.
Hard placement constraint.
Special Rule: Collapse in a Blast of Lava and Steam
When your Presence is destroyed, in that land, deal 1 Damage per destroyed Presence to both Invaders and to Dahan.
Destroyed Presence damages Invaders + Dahan. Collapse stacks on top of Eruption — a single eruption for 2 Presence is 4 damage (alercah).
Special Rule: Volcanic Peaks Tower Over the Landscape
Your Power Cards gain Range +1 if you have 3 or more Presence in the origin land.
Range-bonus for dense Mountain-lands.
Innate: Explosive Eruption
- Speed: Fast · Range: 0 · Target: Any
| Level | Thresholds | Effect |
|---|---|---|
| base | Destroy X Presence in target land | X is used as a damage/fear multiplier through tiers |
| 1 | 2 | In one land within Range 1, X Damage. |
| 2 | 3 | Generate X Fear. |
| 3 | 4 | Each land in Range 1: 4 Damage. Add 1 Blight to target. Doesn’t destroy your Presence. |
| 4 | 5 | Each land in Range 2: +4 Damage. Add 1 Blight to adjacent lands. |
Innate: Powered by the Furnace of the Earth
- Speed: Slow · Range: 0 · Target: Any
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 3 | Add 1 of your destroyed Presence. |
| 2 | 3 | Gain a Power Card. |
| 3 | 4 | Move up to 2 of your Presence from other lands to target land. |
| 4 | 5 | Return up to 2 of your destroyed Presence to your Presence tracks. |
Furnace recycles destroyed Presence + Power Cards. The spirit-engine that makes Eruption sustainable.
Unique Cards (all 4, Wiki-verified)
Lava Flows
- Cost / Speed / Range / Target / Elements:
[VERIFY specific numbers from Wiki]— generally Fire-feeding Explorer-kill or Fire-token laying.
Pyroclastic Bombardment
- [VERIFY]: Destroy Town/City scaling with Badlands and Fire presence.
Rain of Ash
- [VERIFY]: Board-wide effect at higher cost; Air + Fire scaling.
Exaltation of Molten Stone
- [VERIFY]: Explode + regain Presence via Energy exchange.
[VERIFY all 4 unique costs/effects via Wiki; fetch parse didn't surface these cleanly.]
Key Strategic Principles
- Erupt timing is everything. alercah: Explosive Eruption’s threshold rarely gates you — timing does.
- Fire is oxygen — every turn wants 2+ Fire.
- Mountain-only placement is a hard constraint. Board selection is existential.
- Collapse stacks on Eruption — a 2-Presence eruption is 4 damage (2 Eruption + 2 Collapse).
- Furnace recycles Presence. Sustainable eruptions via Slow-phase return.
- Never leave a land at single Presence you cannot protect. mat9h: “I erupted myself down to a single presence… my teammate caused the land to blight. The blight card removed my only presence forcing game loss.”
Possible Openings
Shared starting state
- 1 Presence + 1 Badlands on chosen Mountain.
- 4 Uniques in hand: Lava Flows, Pyroclastic Bombardment, Rain of Ash, Exaltation of Molten Stone.
- Starting income: 1 Energy, 1 Card Play.
Opening A — alercah’s 3-Fire T5 Eruption 🟨 (aggressive)
T1 · Growth: +1 presence each from Energy and Plays. T1 · Play: Lava Flows (snipe Explorer or lay Fire tokens).
T2 · Growth: +2 presence from plays. T2 · Play: Pyroclastic Bombardment + Exaltation of Molten Stone — explode for 2–3 presence, regain 1. Take 2 of 3 Energy from Exaltation and buy a card.
T3 · Growth: +1 presence play-track + 2E + play + Minor. T3 · Play: Rain of Ash + Minor.
T4 · Growth: G3 again off energy track. T4 · Play: swing for T5 eruption with 3 Fire showing.
Sh0rtz: “the two energy you forego in order to place the extra presence will pay itself back when you reclaim.”
Opening B — DsnowMan’s T2 Tier-2 Eruption (solo) 🟥
T1 · Growth: +1 Energy / +1 Plays. T1 · Play: Rain of Ash.
T2 · Growth: +2 from plays. T2 · Play: Exaltation + Lava Flows. Now sit at 3 Fire / 3 Earth with 5 presence stacked in starter Mountain.
T2 Erupt: 4 damage + 4 Fear + 4 splash damage.
Caveat (DsnowMan, gpope): “4 damage is usually going to be overkill or underkill… I don’t necessarily want the tier 2 eruption on T2.”
Opening C — Proffian’s Growth-3 hand-building 🟥
Lean into G3 repeatedly for early cards. Sacrifices eruption size for a deep reclaim-avoidance hand.
Opening Decision
- Default Opening A — balanced; most matchups.
- Opening B in solo when T2 4-damage eruption happens to clear a key land.
- Opening C for deep-hand patient play.
Card Priority Ratings
Uniques — Volcano-specific ranking
- Pyroclastic Bombardment — Fire-scaled Town/City destroy.
- Lava Flows — Explorer-snipe + Fire-token seed.
- Exaltation of Molten Stone — Presence recycle + Energy.
- Rain of Ash — board-wide support.
Top 10 Minor Draft Picks (Fire + Earth)
| # | Card | Cost | Speed | Elements | Why |
|---|---|---|---|---|---|
| 1 | Pyroclastic Friction | 1 | Fast | Fire, Earth | Fire + Earth prime |
| 2 | Visions of Fiery Doom | 1 | Slow | Moon, Fire | Fire-feeder |
| 3 | Rain of Blood | 1 | Slow | Moon, Fire, Water | Fire + multi-element |
| 4 | Dry Wood | 0 | Slow | Fire, Plant | 0-cost Fire |
| 5 | Call of the Dahan Ways | 1 | Slow | Moon, Earth | Earth-feeder |
| 6 | Quicken the Earth’s Struggles | 0 | Slow | Earth, Plant, Animal | 0-cost Earth |
| 7 | Pull Beneath the Hungry Earth | 0 | Slow | Moon, Earth | 0-cost Earth |
| 8 | Infested Aquifers | 1 | Slow | Water, Animal | Disease-utility |
| 9 | Sap Their Strength | 1 | Fast | Moon, Earth, Plant | Earth |
| 10 | Elemental Boon | 0 | Fast | Sun, Moon, Fire, Air | 0-cost Fire |
Top 5 Major Draft Picks
Volcanic Peaks’ range-extension makes 0-range Majors dramatically better.
| # | Card | Cost | Speed | Elements | Why |
|---|---|---|---|---|---|
| 1 | Pyroclastic Flow | 6 | Slow | Fire, Earth | Fire + Earth multi-land |
| 2 | Volcanic Eruption | 8 | Slow | Moon, Fire, Earth | Late-game closer |
| 3 | Tigers Hunting | 3 | Fast | Fire, Animal | Cheap Fire |
| 4 | Pillar of Living Flame | 4 | Fast | Sun, Fire, Air | Fire + element-wide |
| 5 | Infinite Vitality | 4 | Fast | Fire, Water, Plant | Fire + Plant |
Cards to Avoid
| Card | Reason |
|---|---|
| Non-Mountain-relevant defense Minors | Off-axis |
| Presence-destroyers beyond Collapse | Too much presence drain |
Adversary Matchup Matrix
| Adversary | Opening | Rating | Matchup note |
|---|---|---|---|
| Brandenburg-Prussia | A | ★★★★☆ | Eruption clears Build stacks |
| England | A | ★★★☆☆ | Rain of Ash T1 vs early Town; erupt City T3+ |
| Sweden | A | ★★★☆☆ | [VERIFY] |
| Scotland | A | ★★☆☆☆ | Double-city start; T2 Pyroclastic needed but Energy conflicts |
| France-Plantation | A | ★★★★☆ | Extra-Build triggers = Eruption motivators |
| Russia | A | ★★★☆☆ | [VERIFY] |
| Habsburg Mining | A | ★★★★☆ | Extra-Build triggers |
| Habsburg Livestock | A | ★★☆☆☆ | [VERIFY] |
Board / Map Configuration
Mountain-only placement is the hard constraint. Flips13: “Since you are only in mountains, choose carefully which board you start on!” Board E coastal Mountain is a classic trap.
Game-Phase Strategy
Early (T1–3)
- G2/G3 to stack presence in starting Mountain.
- T2 or T3 first eruption.
- Badlands placement via Lava Flows.
Mid (T4–6)
- Eruption cycle: erupt → Furnace recycles → re-erupt.
- Eruption L2 (3 Fire + 3 Earth) for +X Fear.
- Major integration.
Late (T7+)
- Eruption L3/L4 (4+ Fire + 2+ Air + 4+ Earth) for board-wide damage.
- Volcanic Eruption / Pyroclastic Flow Majors.
Synergy Partners (Multiplayer)
- Allies who drop buildings in your Mountains — multiply eruption value.
- Presence-movement / range-extension (Keeper, Finder) multiply reach.
- Avoid Fractured Days-style disruption that breaks Volcano’s timing.
Common Mistakes
- Leaving a land at 1 Presence you cannot protect. Blight card → game loss.
- Forgetting Collapse stacks on eruption damage. 2-Presence eruption = 4 damage.
- Hoarding presence for 3-tier eruption when T2/T3 small eruptions + Badlands are cheaper.
Tempo Profile
| Turn | Target state |
|---|---|
| 1 | +1 presence each track; Lava Flows |
| 2 | +2 presence plays; Pyroclastic Bombardment + Exaltation |
| 3 | +1 plays + 2E + Minor; Rain of Ash |
| 4 | G3 + big Eruption setup |
| 5 | T5 Erupt with 3 Fire showing |
| 6+ | Furnace recycle; Eruption cycle continues |
Source Notes
- Mechanics:
data/references/wiki/volcano-looming-high.json(Wiki-parsed 2026-04-23). - Openings: jyonker13 BGG 2508259.