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Deck Expansion Impact — headline statistics

Summary

Each Spirit Island expansion adds cards to the Minor, Major, Fear, Event, and Blight decks. Those additions dilute the base pool — drawing a card from the Fear deck at Base-only is a different probability distribution than drawing one from Base+B&C+JE+NI. This chapter renders the per-expansion-combo impact across all five decks, using deck data deterministically fetched from spiritislandwiki.com via scripts/wiki-fetch.py and analyzed by scripts/deck-stats.py + scripts/deck-simulate.py.

Pool sizes per expansion combo

ComboMinorMajorFearEventBlight
Base only (Horizons + Base game)36221502
Base + B&C664330238
Base + JE694621309
Base + B&C + JE9966365315
All expansions (Base + B&C + JE + NI + Promos)10078506223
NI additions only (delta from JE)113998

Pool sizes count only cards that are still in use. Nature Incarnate’s “Dropped Cards” list (NI rulebook p.5) removes Outpaced, War Touches the Island’s Shores and A Strange Madness Among the Beasts (Events), Growth Through Sacrifice (Minor) and Tipping Point (Blight); Far-off Wars Touch the Island and Roiling Bog and Snagging Thorn replace two of them. Jagged Earth replaced the Branch & Claw Major Sea Monsters with an updated card. The Event counts include Slave Rebellion, which is added only against France, so without France each pool that includes Branch & Claw is one Event smaller (all expansions: 61 + Slave Rebellion). These totals match the Steam game’s allowed pools (Minors 100, Majors 78, Fear 50, Events 61 + Slave Rebellion, Blight 23; data/references/rules/open-questions.md, Q15).

Expected per-game outcomes (Monte Carlo, 5 000 trials × 8 rounds × 1 player)

Each trial plays 8 turns with no Adversary or Scenario (scripts/deck-simulate.py, seed 42). The rules it follows:

  • Fear. The Fear Pool holds 4 Fear per player, so solo each Fear Card costs 4 Fear; leftover Fear carries over. The Fear Deck is 9 cards split 3/3/3 by the Terror Level dividers. Earning the 3rd card reveals the Terror Level II divider and earning the 6th reveals Terror Level III, at once; earning the 9th is a Fear victory. Earned cards resolve in the next Fear step at the Terror Level current then (core rulebook setup and “Fear”; open-questions.md Q6, Q7).
  • Events. One per turn. The Turn-1 Event is drawn and discarded without resolving (Jagged Earth rulebook p.12), so 8 turns draw 8 Events and resolve 7. Slave Rebellion is left out (no France).
  • Blight. One Blight Card at setup with 2 per player + 1 Blight. A second card is drawn only when a Still-Healthy card’s pool runs out (Jagged Earth rulebook).

Two inputs are unsourced placeholders, not measured rates: Fear generated per turn (Gaussian, mean 2.5, σ = 1) and net Blight per turn from Turn 2 (Gaussian, mean 0.5, σ = 1). Treat every figure that depends on them as illustrative. “Spirit favor” and “Invader favor” are keyword-phrase hits on resolved Fear and Event texts (see Event Deck Risk Profiles). Values are means; the 95% confidence intervals are in the JSON output.

ComboFear cards earnedResolved at TL I / II / III“N Fear” textEvents drawn / resolvedBlight cardsSpirit favorInvader favorNet favor
Base only (Horizons + Base game)4.641.99 / 2.51 / 0.130.000 / 01.001.500.00+1.50
Base + B&C4.621.99 / 2.51 / 0.123.198 / 71.006.695.44+1.25
Base + JE4.641.99 / 2.52 / 0.133.508 / 71.0910.185.11+5.07
Base + B&C + JE4.611.99 / 2.50 / 0.123.408 / 71.058.595.27+3.33
All expansions (Base + B&C + JE + NI + Promos)4.631.99 / 2.51 / 0.134.298 / 71.088.794.96+3.83
NI additions only (delta from JE)4.621.99 / 2.51 / 0.139.088 / 71.149.893.10+6.79

Key readings

  • Base-only has no Event deck. A Blight Card, if used, comes from the 2 base cards (the core game also allows the Invader Board’s printed Blight space instead), and the Invader, Fear and Power decks are still hidden, shuffled orders.
  • +B&C adds the Event deck (23 cards, 22 without France) and 6 Blight Cards (8 with the base 2), and makes a Blight Card required (Branch & Claw rulebook). An 8-turn game draws 8 Events and resolves 7.
  • The keyword counts come out net positive in every combo (+1.25 with B&C, +5.07 with JE, +6.79 for NI’s cards alone). They sum resolved Fear and Event texts; for scale, the base-only row, which has Fear Cards only, nets +1.50. Read the Event share as a limit of the phrase classifier rather than a finding: the designer intended Events to be slightly negative on average (darker, BGG 2506650). See Event Deck Risk Profiles.
  • Fear cards earned depend only on the Fear rate, not the expansion. At the placeholder rate, 8 turns generate about 8 × 2.5 = 20 Fear; leftover Fear short of a full card averages about 1.5, so (20 − 1.5) ÷ 4 ≈ 4.6 cards, as simulated. Cards 1–2 resolve at Terror Level I and cards 3–5 at II; Terror Level III needs 6 cards (24 Fear solo), reached in about 1 trial in 9. Each card costs 4 Fear per player, so at the same total rate a 2-player game earns half as many (2.07 cards in a 2 000-trial run with --players 2).
  • Blight cards drawn is 1 plus the Still-Healthy draws. Base and B&C have no Still-Healthy cards, so exactly 1.

Cross-references