How to play Spirit Island Official Rules

By: Dennis B. B. Taylor

Playing the Game of Spirit Island

Welcome to the enchanting world of Spirit Island! In this cooperative board game, I will guide you through the rules and strategies that will help you protect and restore the island from the invading settlers. Get ready for an exciting and challenging adventure!

Objective

Your mission is to work together with other players to protect Spirit Island and drive away the invaders. You will take on the roles of powerful spirits, each with unique abilities and strengths. By using your powers strategically, you can unleash the forces of nature to reclaim the land and keep the colonizers at bay.

Components

The game consists of several components that bring the island to life:

  • Game board: This represents the Spirit Island and is divided into different regions.
  • Spirit panels: These cards display the spirits’ unique abilities and special powers.
  • Invader cards: These cards represent the actions and intentions of the settlers.
  • Power cards: These cards showcase the different powers and abilities you can unleash as a spirit.

Gameplay

The game is played in turns, with each turn consisting of several phases:

  1. Spirit Phase: During this phase, you will choose your spirit, gain energy, and resolve any ongoing effects.
  2. Growth Phase: In this phase, you will grow in power by gaining new cards, increasing your presence on the board, and gaining additional energy.
  3. Fast Powers Phase: Here, you can use any fast powers available to you, allowing you to defend the island or hinder the invaders.
  4. Invader Phase: The invaders will take their actions during this phase. They will explore new lands, build settlements, and ravage the island.
  5. Spirit Phase: Finally, it’s your turn to take actions using your spirit’s slow powers. These powers are often more potent but take longer to activate.

Working Together

Cooperation is the key to success in Spirit Island. You and your fellow players must coordinate your actions and utilize your spirit’s unique abilities to counter the invaders’ advances. Communication and teamwork are crucial as you strategize and make decisions together.

Victory and Defeat

The game can end in two ways:

  • Victory: You win the game by completely removing the settlers from Spirit Island and preventing them from returning. This requires careful planning and effective use of your powers.
  • Defeat: If the invaders overrun the island, destroying all its natural presence or terrorizing its inhabitants, the game is lost. But don’t worry, defeat only means you get another chance to protect Spirit Island!

Conclusion

Now that you have a grasp of the rules and objectives of Spirit Island, it’s time to dive in and start your adventure. Unleash your spirit’s power, work together with your fellow players, and protect the island from the invading settlers. Let the magic and strategy of Spirit Island ignite your imagination and lead you to victory!

How to play Spirit Island Official Rules UltraFoodMess

Hey there! So, here’s the deal: I’m a spirit of nature, and I live on this beautiful but isolated island. Lately, though, things have gotten pretty crazy. These invaders from across the sea came in and started wreaking havoc. They’re killing the Dahan, who are the native islanders, and just ruining the whole place. It’s really not cool.

But don’t worry, I’ve got a plan. As spirits, it’s up to us to fight back and protect our home. We’re gonna do whatever it takes to push those invaders back and save the island from being completely taken over!

Here’s how it works: each player gets to control a spirit. The invaders and the Dahan will act based on the rules of the game, while we spirits use our powers to influence and shape the world around us. Every turn, all players (that’s you and me!) will choose which powers to use. Some powers will happen before the invaders do anything, and some will happen afterwards. We start with a few options, but as the game goes on, we’ll learn new powers and get even stronger.

Now, here’s the not-so-great news. Those invaders aren’t going to give up easily. They’re gonna spread across the land, destroying our spirit presence and the Dahan people, and even causing some serious damage to the land itself. It’s gonna be a tough fight, and we won’t be able to stop them completely.

Let’s get started! The only way I can achieve victory in this game is by completely wiping out all of the Invaders. Sounds difficult, right? Well, it is! But don’t worry, as you start scaring away the Invaders, you’ll find that easier victories become possible.

However, I must warn you that the game will end in defeat if there is no more Blight left in the Blight pool. It will also end if any player gets knocked out of the game by losing all their Presence from the board. And finally, if you take too long to rout the Invaders, the game will come to an end as well.

COMPONENTS

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  • There are 36 Minor Powers, 22 Major Powers, and 16 Unique Powers (4 per spirit).
  • There are 15 Invader Cards divided into 3 groups.
  • The game includes 4 modular island boards.
  • There is an Invader board.
  • 3 Blight Cards are included.
  • There are 15 Fear Cards.
  • 16 Fear markers are provided.
  • The game includes Energy tokens.
  • There are 45 Explorers (white pawns), 35 Towns (white houses), and 20 Cities (larger white buildings) for the Invaders.
  • There are 28 Blight cubes.
  • 30 Dahan (islander) huts are included.
  • The game contains four sets of 13 Spirit Presence, which are colored wooden discs.
  • There are four Spirit panels, each corresponding to a unique Spirit.
  • There are four Spirit cards for those Spirits.
  • For each Spirit, there is a Power Progression card.
  • There are 12 Play-aid cards.
  • Lastly, there are four “Single turn effect” tokens.

Setting Up the Game

I can break down steps #2-4 into separate tasks to speed up the setup process. This way, each player can focus on one task.

Unless we’re playing a Teaching Game, we need to choose an Adversary and/or Scenario.

Here’s how to set up the Invader Board:

  1. I’ll place the Invader board on one side of the play area.
  2. I’ll put 4 Fear Markers into the Fear Pool for each player.
  3. I’ll shuffle the Fear cards and place 9 of them onto the Fear Deck space. Then, I’ll arrange the deck by inserting the “Terror Level 3” divider 3 cards from the bottom, followed by the “Terror Level 2” divider 3 cards above that. This way, the deck will be divided into 3 groups, each with 3 cards.
  4. I’ll create the Invader deck using the instructions provided and place it on the Invader board.
  5. Next, I’ll take a Blight Card and put it facing up without looking at the back. For Teaching Games, we’ll use the “FIRST GAME” Blight Card. Then, I’ll add the specified amount of Blight to the card.

Making The Invader Deck

When creating the Invader Deck, you’ll need to gather the following cards:

  • 3 Stage I cards at the top.
  • 4 Stage II cards at the top.
  • 5 Stage III cards.

Make sure to mix up the cards from each stage. It’s important to choose the cards without looking at them and put any unused cards back in the box.

For each stage, there are a specific number of cards available. You can remove one card of each stage to achieve the desired count.

Set Up The Island

How to play Spirit Island Official Rules UltraFoodMess

  1. Hey there! Let’s get this game started by setting up the island. Place one Island board per player in the center of the table to form the island. Each player starts on a different board, so make sure to set them up accordingly.
  2. Now it’s time to populate the Island boards with Invaders and Dahan. Look at the icons in each land to know how many to place.

Set Up The Supply

  1. Next, let’s prepare the supply. Shuffle the Minor & Major Power decks and put them somewhere on the table where there’s enough space for each to have a discard pile.
  2. Make sure to have the Energy tokens, Cities, Towns, and Explorers nearby the board. It’s important that all players can reach them, so you might need to split them into two piles.
  3. Lastly, place the Dahan (huts) near the board. They won’t be needed as often, so they can be tucked away to the side.

Player Setup

  • Now it’s time to get each player set up. Choose a color of pieces and select a Spirit by taking a Spirit Mat along with its four Unique Power Cards, which will make up your starting hand.

For a teaching game, I’ll give you the Power Progression card for your spirit, along with the Minor and Major Powers from that Power Progression. You can find them by checking the corners for easy identification.

To set up the game, follow the instructions on the back of your Spirit Mat. This will involve placing your Presence (round discs) into one or more lands on your starting board. Some spirits may have additional instructions. Once you’ve done that, flip your Spirit Mat to the front and place any remaining Presence onto the dashed circles.

Remember, the invaders get to act first. They’re the ones causing trouble in the game.

Now, let’s talk about gameplay. Each turn is divided into different phases. Here’s what you can expect:

1. Spirit Phase

2. Fast Power Phase

3. Invader Phase

4. Slow Power Phase

5. Time Passes

During the Spirit Phase, you’ll have the chance to make decisions and take actions using your spirit’s abilities. Then, in the Fast Power Phase, you can use any fast powers available to you.

After that, it’s the Invader Phase. This is when the invaders do their thing, spreading and causing problems on the island. You’ll need to plan and strategize to counter their actions.

In the Slow Power Phase, you have the opportunity to use any slow powers you have. These powers tend to have a greater impact but may take longer to execute.

Finally, Time Passes. This phase represents the passage of time and the changes it brings to the game. You’ll need to adapt to these changes and stay ahead of the invaders.

That’s the basic flow of the game. I hope you’re ready to embark on this challenging and exciting cooperative adventure!

When we play, we all get to have a say. We can talk to each other, strategize, and plan our moves. It’s not just allowed – it’s actually necessary for us to win!

Phase I: Energizing Our Spirits

How to play Spirit Island Official Rules UltraFoodMess

Let me break it down for you. Each Spirit has three main actions, and they go like this:

  1. Grow: Look at the top right of the Spirit Panel – you’ll see a section called “Growth.” In that section, you’ll find some options. You can pick one option, unless it says otherwise. Remember, each section is just one choice. You have to do everything that’s shown, but you can choose the order in which you do them.
  2. Gain Energy: Take a look at your Energy Presence Track. You’ll notice some numbers there. The highest number that’s not covered is how much Energy you get. Take that Energy and put it on your Spirit Panel, or keep it nearby.
  3. Pick Power Cards: Choose the Fast and Slow Power Cards for this turn. The most you can play in one turn is the highest number on the Card Plays Presence Track. Pay Energy for all Power Cards played, including Slow ones. Also, collect all Elements from the played Power Cards, even if their effects are Slow. Don’t resolve the Power Cards effects just yet.

The Immediate Need for Battle

Choosing Power Cards can be quite the task for Spirits. Some Spirits take their time, spending centuries pondering their choices. But with the threat of the Invaders looming, we don’t have the luxury of infinite time.

If you’d like, you can set a time limit for completing the Spirit Phase. You could use a timer, set a condition like “When I get back, we start,” or find any other way that works for you.

Since we’re playing together, it’s best not to be too strict. Cooperation is key, after all.

II. Fast Power Phase

Now it’s time for the Fast Power Phase. This is when players use their Fast Powers, which can be the Innate Powers printed on their Spirit Panel or the Power Cards they played. You can resolve these Powers at the same time, for the most part.

When timing becomes important, you can resolve the Powers in any order you want. Just make sure that no Power interrupts another partway through.

If you find out that you don’t want to use a Power’s special effect (or if you can’t use it), you can decide to skip it completely. Occasionally, a Power Card will be valuable just because of its Elements.

You can’t wait to use a Fast Power until the Slow Phase, even if you wish to. You must use it right away or choose not to use it at all.

How to play Spirit Island Official Rules UltraFoodMess

Example: I use my Fast Power to target a land without Blight where I have Presence (because the range is 0) and Gather 1 Explorer from an adjacent land into it.

Then you use your Fast Power to target the same land and Gather 1 Dahan into it. Now you destroy the Explorer I previously Gathered into the land with the Dahan you just Gathered into the land.

Who Decides?

  • For decisions about/within a land: Each Spirit makes choices regarding the lands on their starting board.
  • For other cases: You, the game owner/organizer, make the call.

III. Invader Phase

How to play Spirit Island Official Rules UltraFoodMess

Hey there! Let’s dive into the Invader phase and break it down into its different parts:

  1. The Blighted Island (if necessary)
  2. Fear
  3. Invader Actions (Ravage, Build, Explore)
  4. Advance Invader Cards

1. Blighted Island

If the Blight Card has flipped and become the Blighted Island, we need to follow the instructions on that card. If you’re worried about forgetting to do this step, place one of the Blight tokens from the box onto the Fear Space as a reminder.

2. Fear

If you’ve earned any Fear Cards, grab the face-down stack, flip it over, and resolve each card one by one in the order you earned them. Then, discard the Fear Cards onto the Fear Discard Space on the board. Only use the effect listed next to the current Terror Level, which might be higher than when you earned the card. Remember, Fear effects only last for the current turn.

Earning Fear through Fear Effects

When it comes to Fear effects, most of them don’t actually cause more Fear. Instead, they remove Invaders without damaging or destroying them. Although there are exceptions to this rule. If you happen to receive a new Fear Card in this way, you should place it at the bottom of the stack of cards you’re currently dealing with.

3. Invader Actions

The Invader Board consists of three Action Spaces: Ravage, Build, and Explore. Each Action Space is associated with an Invader Card that determines which lands will be affected by that particular Action. If there is no Invader Card present in a space, no action will be taken.

Ravage

During the Ravage Action, you need to look at the Invader Card placed in the Ravage Action Space on the Invader Board (if there is one). This card specifies the type of land where Invaders will cause damage. First, the Invaders will deal damage to the land and any Dahan present. Then, the surviving Dahan will fight back against the Invaders.

When invaders arrive in the displayed areas, they cause harm: each explorer inflicts 1 damage, each town inflicts 2 damage, and each city inflicts 3 damage. This harm affects both the land and the Dahan.

  1. Invaders Harm the Land: If the damage inflicted is 2 or more, a blight is added to the land. This happens only once, regardless of the amount of damage. Any partial damage to the land is disregarded.
  2. Invaders Battle the Dahan: Every 2 points of damage destroys one Dahan. Your goal is to eliminate the Dahan as efficiently as possible; you cannot spread out the damage across multiple Dahan to avoid killing them. If a Dahan suffers 1 damage, turn it over to indicate that it has been harmed. Any surviving, damaged Dahan will recover at the end of the turn.

Once I’ve resolved all the damage caused by the Invaders in a land, the brave Dahan who are still standing fight back. Each Dahan deals a powerful blow of 2 Damage to the Invaders. It doesn’t matter if the Invaders didn’t manage to damage the land during their ravaging attack. The Dahan will strike back regardless, bringing justice to the invaders.

The Impact of Blight

Cascading: Whenever a land becomes contaminated with Blight, and if that land already had Blight before, the Blight spreads to a neighboring land as well. This grim phenomenon continues to cascade from one blighted land to another, spreading like an unstoppable tide.

Presence: Whenever Blight invades a land, it destroys one Presence from every Spirit residing there. It’s important to remember that “destroyed Presence” means that the Presence is permanently removed from the game, never to return. It’s a heavy price to pay.

When it comes to the Spirit Presence and the Invaders, it’s important to note that they don’t engage in direct combat. Unlike the Invaders who attack, the Spirits simply observe and respond.

Building

Let’s take a look at the Invader Card in the Build Action Space on the Invader Board. This card tells us where the Invaders will build. They only construct in lands of the specified type.

When there are Invaders in a particular type of land, they can add either a City or a Town:

  • If there are more Towns than Cities in the land, a City is added. This doesn’t upgrade the existing Towns; it’s a completely new City from the supply.
  • In all other cases, a Town is added.

No building occurs in lands without Invaders.

Keep in Mind!

Remember that the effects of Ravage, Build, and Explore actions only apply to the specific type(s) of land shown on their respective cards. Ravage and Build only affect lands with Invaders, while Explore only affects lands neighboring an Invader source.

Exploring

When you play Spirit Island, one of the first things you do is turn over the top card of the Invader Deck. This card shows the type of land where the invaders will be exploring. The invaders can come from towns and cities, or they might approach from the ocean.

If the card has a flag icon, that means there’s an Adversary in the game. In that case, you have to deal with the Escalation effect before anything else happens.

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Stage II Escalation: Unveiling Flag Icons

During Stage II, many cards will display a flag icon, each carrying its own unique effect dictated by your Adversary. However, if you choose to play without an Adversary, you can disregard these flag icons entirely.

Escalation effects take place the very moment a Stage II card is revealed, right before the Explore action occurs, unless the Adversary stipulates otherwise. Some of these effects may even modify the upcoming Explore action in a significant way.

If there are no more cards available to reveal, time has unfortunately run out, resulting in your loss.

Whenever a land of a specific type is displayed, proceed to add an Explorer to each land of that type. Explore the land if it either contains a Town or City, or is directly adjacent to one. If it happens to be adjacent to an Ocean, that also qualifies.

Regardless of the number of sources present within or adjacent to an Explored land, you will only add one Explorer to it. Keep in mind that Explorers are supplied directly from the stockpile and cannot be moved around on the board.

4. Advancing Invader Cards

So, here’s what happens after I go on an adventure and explore new territories. Ready? Let’s dive in!

First, I’ll slide all of the Invader Cards to the left. What does this mean? Well, it’s pretty simple. The Ravage Card goes to the discard pile, the Build Card takes its place in the Ravage Space, and the Explore Card moves to the Build Space. Why do we do this? Well, it’s all about setting up for the next turn.

Now, here’s where things get interesting. The invaders will Ravage where they Built on this turn, and they will Build where they Explored on this turn. It’s like a game of cat and mouse, but with invaders and territories.

So, remember, after I explore new areas, all the Invader Cards get moved around. The Ravage Card goes away, the Build Card switches places with it, and the Explore Card moves to the Build Space. This way, the invaders will Ravage where they Built and Build where they Explored. It’s all part of the strategy of the game.

And that’s the scoop on what happens after I go on an adventure and explore new territories. Pretty cool, right? Now you know what to expect when you play!

How to play Spirit Island Official Rules UltraFoodMess

IV. The Slow Power Phase: Unleashing My Abilities

Now it’s time for me to unleash my true power and resolve my Slow Powers! Slow Powers can either be Innate Powers that are printed on my Spirit Panel or Power Cards that I’ve played. It’s my chance to make a big impact on the game, just like in the Fast Power Phase.

V. Time Passes: Wrapping Up the Turn

We’re reaching the end of the turn, and it’s time to wrap things up.

Discard: I need to discard all the Power Cards I played this turn into my personal discard pile. They have served their purpose, and it’s time to let them go.

Damage and Elements Clear: It’s time for a fresh start! All the Elements that were present during the turn fade away, and any Damage I inflicted or received also disappears. If I turned any pieces on their sides to represent partial Damage, I should turn them back to their original positions.

If I’m using reminder tokens for Single-Turn Effects, I need to remember to remove them at this stage. They have fulfilled their purpose, and it’s time for them to go as well.

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