Contents
- 1 Discovering the Magic of Spirit Island
- 1.1 The Power of the Spirits
- 1.2 A Delicate Balance
- 1.3 Cooperative Gameplay
- 1.4 Embracing Complexity
- 1.5 A Journey of Discovery
- 1.6 Fear and Terror
- 1.7 Now, Let’s Talk About Boards and Lands
- 1.8 Finding Spirit Presence in Sacred Sites
- 1.9 Powering the Island: Using Energy and Playing Cards
- 1.10 Spirits: Mighty Beings
- 1.11 Blight
- 2 Cascade
Discovering the Magic of Spirit Island
Have you ever imagined a mystical land where ancient spirits protect the balance of nature? In Spirit Island, I was transported to such a realm, where I discovered a game that combines strategy, cooperation, and a touch of magic. It’s a tabletop game that invites you on an extraordinary journey.
The Power of the Spirits
The spirits in Spirit Island each possess unique abilities and traits. As a player, I channeled the power of these spirits to protect the island from invaders. It was fascinating to witness how the different spirits interacted with each other and the environment. The game encouraged me to experiment with various combinations, uncovering hidden synergies and unleashing incredible forces.
A Delicate Balance
In Spirit Island, the delicate balance of nature is at stake. I appreciated how the game embodied the theme of environmental guardianship. It made me realize the importance of preserving our natural world and the consequences of disrupting that balance. It was a gentle reminder of the fragility of our planet and the responsibility we have to protect it.
Cooperative Gameplay
Spirit Island offers a cooperative gaming experience that fosters teamwork and communication. I found myself collaborating closely with my fellow players, discussing strategies and coordinating our actions. Together, we strategized to repel the invaders and restore harmony to the island. The game provided a platform for shared decision-making and collective problem-solving.
Embracing Complexity
Spirit Island may seem complex at first glance, but that complexity is part of its charm. I was initially overwhelmed by the numerous actions and choices available, but as I delved deeper into the game, I discovered its hidden depth and nuance. It challenged me to think strategically, analyze situations, and adapt my approach constantly. I relished the thrill of mastering its intricacies.
A Journey of Discovery
Embarking on a game of Spirit Island is like embarking on a grand adventure. Each playthrough is a unique experience, with ever-evolving challenges and mysteries waiting to be unraveled. The game invites you to explore, experiment, and make surprising discoveries along the way. It’s a journey that I eagerly embarked upon time and time again.
When we begin the game, we find the Invaders at Terror Level 1 – not really scared. The goal is to completely rid the board of Invaders in order to win. Each time we earn Fear cards, we unlock new Terror Levels with easier conditions for victory. Whenever we meet the current victory condition, we win right away.
There are three ways to lose:
- Too Much Blight: If the last Blight comes off the Blight Card, we must follow the instructions provided, which usually lead to defeat.
- Any Spirit is Destroyed: If any Spirit has no Presence left on the board, we lose the game.
- +Time Runs Out: If we need to draw an Invader Card (to Explore), but there are no more cards left in the Invader deck, we lose.
Victory
Terror Level 1: No Invaders on the island.
Terror Level 2: No buildings on the island.
Terror Level 3: No Cities on the island.
Terror Level VICTORY: Immediate win!
Winning While Losing
If a single effect causes you to both win and lose, you win a sacrifice victory: you are destroyed, but the island, the Dahan, and many other spirits survive.
Fear and Terror
When I’m on the island, there are different levels of terror that I need to cope with. It’s like a sliding scale, each level more terrifying than the last. Right now at Terror Level 1, there are no Invaders on the island. Phew, that’s a relief! But as the terror rises, things start to get scarier.
At Terror Level 2, there are no buildings on the island. It’s like a deserted place, with no trace of human habitation. Imagine the eerie silence and emptiness.
If we reach Terror Level 3, the dread intensifies. No Cities are left standing on the island. It’s a wasteland, devoid of any signs of civilization.
But the ultimate terror comes at Terror Level VICTORY. It sounds paradoxical, doesn’t it? How can terror be linked to victory? Well, this means an immediate win, but it comes at a great cost. You are sacrificing yourself for the greater good. Your destruction leads to the survival of the island, the Dahan, and many other spirits. It’s a bittersweet triumph.
Fear and terror go hand in hand on this island. The higher the terror level, the more challenging and dangerous the situation becomes. It’s a constant battle to protect the land and its inhabitants. But sometimes, even in the face of defeat, there is a glimmer of hope and resilience. Sacrifice can lead to victory, even if it means losing yourself in the process. It’s a reminder that there is beauty and strength in selflessness.
I want to talk about something that can really make your hair stand on end: fear. Fear is something that creepy spirits use to scare the pants off us, and it can also come from destroying things. When a town gets destroyed, it spooks the invaders and generates 1 Fear. But when a city gets wiped out, it’s even scarier and generates 2 Fear! Every time fear is generated, we move a Fear Marker from the Fear Pool on the Invader board to the Generated Fear area.
1 So, here’s what happens when all the Fear Markers make their move: those sneaky little guys! When they advance, it’s time to take action.
2 Grab the top card from the Fear Deck. Keep it a secret, though, and put it face-down in the Earned Fear Cards area. But watch out! This card might reveal a Terror Level divider. If it does, make sure to cover up the old Terror Level, which starts at Level I and is already printed on the board.
3 Now it’s time to regroup. Move those Fear Markers back to the Fear Pool. But don’t worry, there’s always a leftover or two. If you end up with some extra Fear after getting a card, move those leftover markers to the Generated Fear area.
4 All those cards in the Earned Fear Cards Space? Yeah, they’re up next. Flip them over and resolve their effects during the Invader Phase. Just like superpowers, these Fear Cards only last for the current turn, unless they make a change to the board. Once a Fear Card is done, move it over to the Fear Discard Space. Out of sight, out of mind.
Oh, and here’s a tip: when a new Terror Level divider appears, things can get crazy. The new level and victory conditions kick in right away, so you could instantly become a winner! Talk about a game changer!
Now, Let’s Talk About Boards and Lands
When you play the game, you’ll need one island board for each player. These boards are put together to create an island. Each island board is divided into eight numbered lands. And guess what? There are two of each terrain: Jungle, Mountain, Sands, and Wetland. Pretty cool, right?
Now, here’s something interesting. Most pieces in the game only affect other pieces in the same land. That is, unless the game specifically says otherwise. So, no need to worry about your pieces being affected by something happening all the way on the other side of the island. Except in special cases, of course!
Let’s talk about adjacency. Two lands are considered “adjacent” when they touch, even if they’re not on the same island board or meet only at a corner. It’s like how you and your friend can be neighbors even if you live on different streets. So, if your pieces are in adjacent lands, they can interact with each other. But if they’re not adjacent, they’ll have to find another way to get together.
Now, let’s take a look at what the island boards show. Each board has a part that represents the Ocean. And you know what? The lands that are next to the Ocean are called Coastal lands. These lands are readily accessible by sea. Pretty convenient, huh? On the other hand, the lands that are not next to the Ocean are called Inland lands. They’re a bit farther away from the water. Oh, and let me tell you, the borders of the island that are not next to the Ocean are rocky cliffs. They don’t count as Coastal lands. So, they’re not as easy to reach by sea.
By the way, the Ocean itself is not a land, and it’s not even in play. It’s kind of like a big blue backdrop for the island. And hey, just a little tip: on the other side of each island board, there’s a thematic map. You can use that when you become more familiar with the game. It adds a special touch!
Finding Spirit Presence in Sacred Sites
Spirit Presence is what we call the special connection that spirits have with certain lands. These lands are often referred to as “your lands,” since they belong to you. If, for any reason, your Presence is wiped out, like when the Invaders bring destruction to the land, it is taken away and placed next to the Island.
If all of your Presence is gone from the island, the game is lost right away. Any land can have multiple Presences from multiple Spirits.
It’s worth noting that when game effects target Presence, like moving it or destroying it, they usually affect Presence on the Island unless stated otherwise.
A Spirit’s Sacred Sites are lands where the Spirit has established more than one Presence. These places hold great significance and enable the use of certain Powers that require concentrated influence.
Powering the Island: Using Energy and Playing Cards
Hey there! Let’s talk about how we, the Spirits, influence what happens on the island by playing Power Cards. It’s pretty cool! I can choose which cards to play each turn, but there are a couple of things I need to keep in mind:
- I can only play as many cards as I have Card Plays available. This number is determined by the highest revealed number on my Card Plays Presence Track. So, if the highest number shown is 3, I can play up to 3 cards in a turn.
- But wait, there’s more! I also need to have enough Energy to pay for the cards I want to play. Each card costs Energy, and if I don’t have enough, I can’t play it. Bummer!
Now, here’s the exciting part: every turn, I gain Energy equal to the highest amount shown on my “Energy/Turn” Presence Track. This means I’ll have more Energy to spend on my next turn if I don’t use it all up. Pretty neat, right?
But keep in mind, Energy is personal to each Spirit. I can’t share it with other Spirits, and I can’t borrow some if I run out. It’s all on me!
Oh, and one more thing. Card Plays are also individual. I can’t share them with other Spirits either. So, I better make the most of my Card Plays and use them wisely!
Remember, any Energy or Card Plays I don’t use during my turn won’t carry over to the next one. So, it’s a use-it-or-lose-it situation.
That’s it! Now you know how Energy and Card Plays work. By managing them effectively, I can make a big impact on the island and help us win!
When you look at a card, one of the first things you notice is the Energy cost. It’s that number in the circle at the top left corner. That tells you how much Energy you need to play the card.
Now, where does Energy come from? Well, there are a few ways to get it. You can either choose Growth Options or rely on the “Energy/Turn Presence Track” on the Spirit Panel. These give you the Energy you need to play your cards.
Spirits: Mighty Beings
Each Spirit has its own unique abilities and powers. Let me break it down for you:
- First, there’s the Spirit Panel. It’s like a character sheet that shows you everything you need to know about your Spirit. You’ll find the Growth, Presence Tracks, and Innate Powers all in one place.
- Next, we have the Power Cards. These are special cards that belong to the Spirit. Each Spirit has four unique Power Cards that are key to their abilities and strategies.
The Inner Workings of a Spirit Panel
1 This is the Spirit Name. It’s like the title or name of the Spirit. It helps you identify and distinguish one Spirit from another.
2 Art: This is an image or picture of the Spirit. It gives you a visual representation of what the Spirit looks like.
3 Backstory: This is the story and history of the Spirit. It tells you where the Spirit comes from and what its past is like.
4 Setup: This is how you set up the game when playing with this Spirit. It tells you where to place the Spirit on the game board and if there are any special instructions to follow.
5 Play Style/Complexity: This is a brief description of how the Spirit likes to play the game and how complicated or simple it is to use. It tells you about the Spirit’s strengths and weaknesses and gives you a summary of the special powers it has.
6 Special Rules: These are any rules that are different or unique to this Spirit. It’s important to pay attention to these rules and understand how they work.
7 Growth Options: These are the different choices the Spirit has for getting stronger, exploring new lands, and learning new powers. When the Spirit decides to grow, they will choose one of these options and follow all the actions listed under that option, unless it says something different.
Common Growth Options
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Hey there! Want to supercharge your game in Spirit Island? I’ve got just the thing for you! Just add one Presence to the board, and you’ll be able to reach lands that are up to 2 spaces away from where you currently have your Presence. Now that’s what I call range!
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Need a little energy boost? No problem! When you add one Presence to the board, you also gain an extra 2 Energy. That’s on top of what you already make each turn. Talk about a power surge!
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And that’s not all – you’ll even get a bonus Power Card! Exciting, right? It’s like getting a surprise gift in the middle of the game. You never know what awesome abilities you’ll get,
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No need to worry about losing your favorite Power Cards. When you reclaim all the Power Cards you played from your discard pile, you can bring them back into your hand. It’s like hitting the reset button on your awesome powers.
The Presence Tracks are the key to leveling up your Spirit Panel. Each panel has two Presence Tracks – the top one is for Energy Gained per turn, and the bottom one is for Card Plays. At the start, all except the leftmost space on each track is covered by Presence. So you start with a solid foundation and can build up from there!
When you decide to place Presence on the island, you have the option to choose which track to take it from, but remember to always follow the left-to-right order. Each track offers increasingly greater benefits as you remove Presence from them.
If you remove Presence from the top track, you’ll receive more Energy every turn. On the other hand, removing Presence from the bottom track allows you to play more Power Cards each turn. As a Spirit, you only use the highest number revealed on the tracks for your Energy or Card Plays. It’s important to note that these benefits are not cumulative.
- Some Spirits feature a special space called the “Reclaim One” space. This space allows the Spirit to return one Power Card to its hand during the Spirit Phase. The Spirit can use this ability at any time while the space is revealed, even on the same turn it becomes visible. By utilizing this ability, Spirits can prolong the time before they have to choose the “Reclaim All” Growth option.
Some Spirits have special abilities called bonus Elements. These abilities provide an additional Element as long as the corresponding space is revealed. For example, a space marked with “+Any” grants one Element each turn. The Spirit can choose which Element they want, but cannot change it until the next turn.
By using these bonus Elements, the Spirit can strategically enhance their abilities and make the most of their powers.
Moving Presence is not always important, but it can be helpful in specific situations. Instead of adding new Presence to the board, you can choose to move the Presence you already have. This allows you to reposition your Presence and optimize your strategy.
In addition to their regular powers, Spirits also have Innate Powers. These powers are free and can be activated using Elements. Innate Powers do not require Energy or Card Plays. They can be used to target a single land or Spirit, unless otherwise stated.
Let’s talk about the Invaders now. They are the enemies you will face in the game. They are determined to destroy the land and drive out the Spirits. It is your job to stop them and protect the land from their destructive actions.
Remember, each Spirit has unique abilities and powers. Understanding how to effectively use these abilities will be crucial in your fight against the Invaders. By utilizing bonus Elements, moving Presence, and unleashing Innate Powers, you can turn the tide of the battle in your favor.
So, are you ready to embark on this challenging journey? If you enjoy strategic gameplay and the thrill of saving the land, then you’ll love this game. Get ready to unleash your powers and protect the world from the Invaders!
Uh-oh, it looks like some troublesome Invaders have come to take over your island! They don’t necessarily want to get rid of you, but their colonization and taming of the land has disrupted the natural balance.
The point of the game is to kick these Invaders out by achieving the victory conditions for the current Terror Level. As more Invaders become afraid of you, the victory conditions will become easier to meet!
When the Invaders are present, they don’t automatically hurt the Spirit Presence or the Dahan in that area. They only cause damage when they go on a rampage. Each type of Invader has a certain Health value. To defeat an Invader, you have to deal enough Damage to meet or surpass its Health in a single turn. Some effects can also defeat Invaders regardless of Damage or Health.
When you play the game, you’ll encounter three different types of Invaders: Explorers, Towns, and Cities. These are the beings that populate the land and pose a threat to your civilization. Regardless of the number of Invaders present, they always come in these three forms. There’s no limit to how many Invaders can appear in the game; even if you run out of pieces, you can use 3-Energy tokens to represent them.
Guess what? I have some fascinating information to share with you about explorers! These brave souls are like invaders who embark on daring adventures into the great unknown. They do all sorts of cool things like mapping expeditions and setting up new settlements in wild, untouched places. How awesome is that?
Now, let’s talk a bit about what explorers can do. They may not seem tough, but they can hold their own in a fight. Each explorer has 1 Health, which means they can take a bit of a beating. And when it comes to dealing damage, they can dish out 1 point of pain during the ravage.
Explorers are pretty amazing when you think about it. They’re like the pioneers of old, forging their way through uncharted lands and making a mark on history. So next time you see an explorer, remember just how brave and adventurous they are.
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Towns are like little homes and small communities out in the wild. They have a lifeline of 2 and can cause 2 points of damage when the Ravage comes. Towns are also a place where new explorers can come from when the Invaders search around.
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I want to talk about cities. They are a big problem, and they cause a lot of damage. It’s not easy dealing with them, but I’ll try to explain why it’s so important.
Destroying towns and cities is actually a good thing. It makes the invaders lose morale, and that’s a good thing for us. When a town gets destroyed, it scares them a little bit. When a city gets destroyed, it scares them even more.
Blight
The invaders are slowly destroying the land with blight. Some blight is normal, like when a forest fire happens. But too much blight is a big problem. If there’s too much blight, it can overwhelm the island.
When you add Blight to the island, you can take it from either the Healthy side of the Blight Card or from a Blight Space on the Invader board. And when you remove Blight from the island, just put it back on the Blight Card. If you happen to run out of Blight on the card, don’t worry, just follow the instructions on the card – it might tell you to lose or flip it over and do what it says on the other side.
Once a Blight Card is flipped, it stays flipped for the whole game. The island can’t go from being Blighted to being Healthy again.
After the Setup phase, whenever Blight is added to a land (even if it’s because of a Blight cascade), two bad things happen:
- Destroy Presence: In the land where the Blight is added, one Presence from each Spirit that has Presence there is destroyed. The destroyed Presence is placed next to the island, not returned to the Spirit Panels.
Cascade
Let’s talk about the cascade ability in Spirit Island. This is a powerful ability that can really shake things up on the land. Here’s how it works:
- Cascade: If the land already had any Blight, I add one Blight to any one adjacent land. But here’s where it gets interesting – if that adjacent land also has Blight, it will then cascade again from there, and so on.
The Dahan
Now let me introduce you to the Dahan. They are the native human inhabitants of Spirit Island. They have a harmonious relationship with the land and the Spirits. However, they are not too happy about the Invaders colonizing their home, but they are cautious about resorting to violence.
At the beginning of the game, each island board starts with 6 Dahan pieces. The population of the Dahan can only grow through specific Powers that grant them blessings of health, fertility, and good harvests. The number of Dahan is not limited by the supply of pieces, so they can steadily increase throughout the game.
When I, a Dahan spirit, feel the surge of power, I muster the strength to attack the Invaders. It’s not just a mindless assault, though. I only strike back when they’ve ravaged our land or when they turn their violence on us.
The Dahan have 2 Health, so it takes 2 Damage from the Invaders to wipe us out. But I’m resilient against Spirit attacks; their blasts don’t harm me. Unfortunately, some Spirit Powers unintentionally cause casualties among the Dahan. It’s a terrible price to pay for wielding such power.
Unleashing Powers
I affect the game using Powers, which come in two forms: Power Cards and Innate Powers displayed on my Spirit Panel. Innate Powers work just like Power Cards, but I have access to them automatically every turn, without needing to use my limited Card Plays. Instead of spending Energy, Innate Powers require specific Elements to activate.
The Essence of Powers
The Essence of Powers
When it comes to using Power Cards in the game, there are a few important things to consider like the energy cost and the elements gained.
Energy Cost: Power Cards have an energy cost associated with them. This is the amount of energy you need to pay in order to use the card.
Elements Gained: Each Power Card provides you with a specific set of elements that you gain when you play it. There are eight elements in total: Sun, Moon, Fire, Air, Water, Earth, Plant, and Animal. These elements are important because some Powers have extra effects that can only be activated if you have gained specific elements.
It’s important to note that the elements you gain do not carry over from one turn to the next. You only gain the elements when you pay for a Power Card, regardless of whether the Power is Fast or Slow. The gained elements also go away as soon as the card leaves play, which usually happens when Time Passes.
4 Quickness: Fast Abilities (#image.jpg) take effect before the Invader Phase, while Slow Abilities (#image.jpg) take effect afterwards. Power Cards also indicate their quickness with a red or blue ring around the Energy cost.
5 Reach: How far from your Presence this Power can extend. This is the maximum distance; you can always use a shorter Reach. A Reach of 0 means a land where you have Presence.
Some Powers have restrictions on the type of land you can utilize them from (such as only from a Sacred Site or only from a specific terrain). These restrictions are displayed to the left of the reach icon.
When I’m looking to use a Power in the game, one of the first things I need to consider is what type of land it can affect. Most Powers can target any type of land, which gives me a lot of flexibility. However, there are some Powers that have restrictions based on the terrain or what’s in the land. And then there’s the distinction between Coastal and Inland lands, which can also impact which Powers I can use.
Typically, Powers are designed to target one land at a time, unless the Power specifically states otherwise. So I need to keep that in mind as I plan my strategy and decide which Power to use in any given situation. It’s important to read the descriptions carefully to understand exactly how a Power can be used and what it can target.
It’s also worth noting that some Powers have the ability to target Spirits instead of lands. This adds another layer of complexity and strategy to the game. So it’s a good idea to familiarize myself with the different Powers and their capabilities to maximize my effectiveness as a player.
In conclusion, the type of land a Power can affect is a crucial factor to consider when choosing which Power to use. Understanding the targeting rules and restrictions will help me make informed decisions and develop a winning strategy in the game.
When I cast a Power Card, it has several effects that can happen. It’s important to note that these effects only happen in the land that I choose as the target, unless the card specifically says otherwise. For example, if a card says “Destroy all Towns in target land,” it means I only destroy towns in that land, not all towns in the entire game!
I have to follow the effects in order, skipping any that can’t happen. Some effects don’t change anything on the board, like when the Invaders don’t build in the target land. Those effects only last for the current turn.
There are also optional effects called Elemental Thresholds. I can only use these effects if I have gained specific Elements during my turn. But don’t worry, gaining the Elements doesn’t use them up. It’s just a way to check if I have them in play.
Let me give you an example. Imagine I have a Spirit with 2 Water elements in play. This means that I can fulfill any requirement that asks for 2 Water elements. The interesting thing is that I can always use a Power as if I had fewer elements than I really do. So even if I have 2 Water elements, I can use a Power that requires only 1 Water element.
But what happens if I have more than one requirement under a Power? Well, in that case, I simply do each of them in the order they are listed. I start from the top and go down, fulfilling each requirement one by one. So, having multiple thresholds doesn’t complicate things – it just means I need to fulfill them all.
There is one exception to the rule, though. If a threshold says “Instead,” it replaces the effects of the previous levels. So, you don’t have to do the effects of the previous thresholds if you meet the “Instead” requirement.
Here’s a general principle to keep in mind: Do As Much As You Can
Whenever you resolve a Power’s effects, do as much as you can. If there are parts of the Power that don’t apply to your situation or cannot be done for some reason, don’t worry. Just skip those parts and do the rest. The only restrictions you need to pay attention to are the targeting restrictions mentioned in the target bar.
And here’s another principle to consider: You Can Skip Using A Power’s Effect
If you don’t want to or can’t use a Power that you’ve played – maybe the board situation has changed – you have the option to entirely skip its effects, treating it as if it had no effect. If it was a Power Card, you won’t get your Energy back, but you can still use the Elements given by the card.
Similarly, when using a Power that has thresholds, you can pretend to have fewer Elements than you actually do to avoid reaching the thresholds.
Remember: One Land! One Turn! One Use!
Unless a Power specifically says otherwise:
- It only affects one target land. For example, the Power “Destroy up to 3 Explorers” allows you to destroy up to 3 Explorers in the same land, not in multiple lands. If a Power has multiple effects, all of them apply to the same land.
I am the mighty Spirit of the Island, and I possess incredible powers to protect this land.
One important thing to know is that my powers only affect the current turn. For example, if the Dahan have +3 Health or the Invaders do not Ravage in a particular area during this turn, it doesn’t mean the effect will last for the rest of the game. Any permanent changes to the game, like pieces leaving the board or movements of Fear Markers, will be represented by actual changes on the game board.
It’s important to note that I can only use a power once per turn. So, I can’t choose to activate a Power Card twice and use it twice. Even if I have twice as many Elements as I need for an Innate Power, it will only trigger once. If something makes a Slow Power become Fast, I can only use it during the Fast Phase, not both.
Elements
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Moon: The Moon represents the night, cycles, darkness, dreams, and transformation.
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Sun: The Sun embodies the day, light, heat, dominance, command, and constancy.
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Fire: Fire is associated with heat, anger, destruction, desire, and violent change.
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Air: Air represents wind, sky, sound, distance, speed, trickery, and thought.
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Water: Water is connected to the river, fluidity, fertility, empathy, healing, and disease.
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Earth: Earth embodies the land, strength, constancy, stasis, and resilience.
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Plant: The Plant symbolizes verdancy, growth, entwining, and regeneration.
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Animal: The Animal represents beasts, humans, blood, the body, life, and death.
Effects That Last for One Turn
Some Powers have effects that only last for a single turn. For example, there are Powers that allow you to make Invaders skip their Actions for that turn. To help keep track of these temporary effects, you can use reminder tokens to mark the affected lands. Just make sure to remove the tokens at the end of the turn!
Finding New Power Cards
Getting new Power Cards is an exciting part of growing in power. Some special Power effects can also grant you new cards. These fresh Power Cards are always added to your hand for immediate use.
When you are instructed to gain a Power Card:
- First, decide if you want to gain a Minor Power or a Major Power. Either way, draw 4 cards from the corresponding deck. Don’t worry if the deck’s discard pile needs to be reshuffled. You’ll have plenty of options either way.
- Next, pick one of the newly drawn Power Cards to keep in your hand. The rest of the cards go into the discard pile.
- After gaining a Major Power, you must make room for it by forgetting – which means permanently losing – one of your existing Power Cards. The forgotten Power Card is placed in the discard pile for its deck. If it is one of your Unique Powers, it is placed under your Spirit Panel.
If you are playing with a Power Progression, gaining new cards is even easier. Instead of drawing 4 cards and choosing one, simply take the next card in your Progression.
Which Power Cards Can I Forget?
You can forget any of your cards! This includes cards from your hand, discard pile, or even cards in play if you happen to gain a Major Power during your turn. You can even forget the Major Power you just chosen.
If you forget a Power Card that is currently in play, you will immediately lose the Elements it provides. If you haven’t used the card yet, you won’t be able to use it. However, if you have already used it, its effects will continue until the end of your turn as usual.
The Impact of Power and Fear
Damaging, Destroying, and Removing Invaders
Some effects in the game allow you to remove Invaders, which symbolizes them running away in fear. When this happens, you need to return the specified game pieces back to the supply. In other cases, these effects replace Invaders. First, you remove the Invader from the board, and then you replace it with something else. When an Invader is replaced, it still retains any Damage it had before.
When I use certain Powers, they have the ability to completely wipe out enemies. This means that any pieces that need to be returned to the supply will be removed from the game. But here’s the thing: destroying a Town will only generate 1 Fear, while destroying a City will generate 2 Fear. It’s important to note that removing or replacing a piece doesn’t generate any Fear.
Now, let’s talk about Damage. Whenever a Power or any other effect mentions Damage, it’s always referring to Damage dealt to Invaders, unless otherwise specified. When I deal Damage, I can choose to distribute it among the Invaders in the target land however I want.
If an Invader takes Damage equal to or greater than its Health, it will be immediately destroyed. And here’s an interesting part: Damage can come from multiple Powers, meaning I can combine the Damage from different sources. However, it’s crucial to remember that any Damage that’s left on surviving Invaders at the end of the turn will not carry over to the next turn.
Damage is a Real Problem for Invaders
Invaders aren’t the only ones who get hurt in Spirit Island. The land and the Dahan can also take damage from the Invaders’ attacks. However, most of the damage in the game is done to the Invaders.
Whenever something in the game causes damage, like a Power, Fear Card, or other rule, it refers to damage done to the Invaders, unless it specifically says otherwise. Most Spirit Powers don’t harm the land or the Dahan.
In Spirit Island, we don’t use tokens to keep track of damage. Instead, we rotate the models to show how much damage they’ve taken.
When you destroy a City or Town, it scares the Invaders and generates Fear. You get 2 Fear for each City destroyed and 1 Fear for each Town destroyed. But if you remove or replace a City or Town, it doesn’t generate this automatic Fear.
Now let’s talk about defending.
When you use certain Powers, you have the ability to protect a specific land. This protection reduces the amount of Damage inflicted by Invaders on that land and/or the Dahan. “Defend 2” means that whenever the Invaders cause Damage to the targeted land or the Dahan in that land during this turn, the total amount of Damage they inflict is reduced by 2.
If multiple Defend effects are utilized in a single land, their values are combined. These Defend effects remain in effect for the entire turn. You have the option to use tokens as reminders to indicate that a land is defended during this turn.
Getting Rid of Blight
When I get rid of Blight from the island, I put it back on the Blight Card. It doesn’t matter how much Blight I remove, the Blight Card won’t turn from Blighted to Healthy during the game.
Collect and Push
Hey there! Let me tell you about how Powers work in this game. Sometimes, a Power will instruct you to Gather things into a specific land. For example, it might say “Gather 1 or Gather up to 3 @a.jpg”. When it says “Gather”, it means that you need to move that many things into the specified land from lands that are right next to it. So, think of Gathering as pulling things from nearby lands and putting them where they need to go.
Now, here’s an important thing to remember: Gathering only works for lands that are adjacent to each other. It won’t work if the lands aren’t side by side. Also, it’s good to know that boosts to a Power’s Range don’t affect how far you can Gather. Gathering distance is solely determined by the adjacency of the lands involved.
Did you know that there are other Powers that can help you in your quest? One of these Powers is called Push.
Now, unlike Gather, Push works in the opposite way. Instead of bringing things into the target land, Push moves them out. For example, you can use “Push 1 @l.jpg” to move one thing from the target land to an adjacent one.
There are a couple of important things to keep in mind when using Push. First, it can only move things one land away. So if you try to use it to move something farther, it won’t work. Also, any boosts you have to a Power’s Range won’t help you increase the distance you can Push.
If you want to move multiple things with Push, you have some flexibility. You can choose to have them go to different lands or keep them together. It’s up to you. Just make sure that the land you’re pushing to is a valid one on the board, and not off the board or in the Ocean.
In today’s world of technology, it is more important than ever to understand the concept of gathering and pushing information. This includes being aware of how information is collected and delivered, as well as the implications it may have on our lives. When someone gathers information, they are essentially collecting data from various sources. This can include anything from conducting surveys and interviews to examining documents and reports. Gathering information allows us to gain a deeper understanding of a particular topic or issue, and helps us make informed decisions based on the facts presented.
Once information has been gathered, it can then be pushed or delivered to the intended audience. This can be done through a variety of mediums, such as websites, social media platforms, or traditional forms of media like newspapers and television. The way in which information is pushed can greatly impact how it is received and understood by others. It is important to consider the target audience and tailor the delivery method accordingly.
Understanding the process of gathering and pushing information is vital in today’s fast-paced and interconnected world. By following these steps, we can ensure that the information we provide is accurate, reliable, and accessible to those who need it. So, the next time you find yourself in a position where you need to gather and push information, remember to consider your sources, think about your audience, and deliver the information in a way that is clear and concise. With these factors in mind, you can effectively communicate your message and contribute to a more informed society.
You won’t believe what I just found out – the Invaders are all ready to attack in the Sands on their next turn! Can you imagine that? Well, luckily for us, there are some brave Dahan nearby who are more than willing to stand up against those invaders and defend themselves. And guess what? They’re right in land #6!
Here’s what we need to do:
Hey there! Let’s talk about the ‘Call to Migrate’ card and how it works. When you use this card, you bring 2 Dahan from nearby lands and gather them in land #5. Pretty cool, right?
Now, here comes the fun part – the Push!
After the Spirit does its gathering magic, it can use the second half of the card’s effects to Push 3 Dahan from land #5 into land #6. This can come in handy when dealing with those pesky Cities.
But wait, there’s more!
If you Repeat a Power, you get to activate its effects again. However, repeating a Power doesn’t give you any extra Elements. You only gain Elements when you first play a Power Card. Oh, and you can’t chain Repeats, so don’t try to repeat a Repeat effect – it won’t work.
When you Repeat a Power, it will have the same speed as the original Power. Here are a few other things to keep in mind:
- Changes that you make to a Power will carry over to when you use it again. For example, if a Power is made faster or given a longer range, those changes will also apply when you use it again.
- You have the freedom to make different choices each time you repeat a Power.
- If a repeat specifies where to use it, you must follow those instructions instead of the usual range and target restrictions. If no specific instructions are given, you can choose any valid target according to the usual rules, including using the same target as the first time.
- Repeating a Power Card does not count as playing another Power Card, so you don’t have to worry about certain effects that trigger when playing multiple Power Cards.