My first game since vacation. Having a long week-end (Monday is a holiday here) helped get me move my mind away from work and renovation stuff enough that I felt like getting out Spirit Island.
I played a 2 Spirit Solo with Stone‘s Unyielding Whatever and Downpour Drenches Everything Everywhere (or so). It took me 2 attempts and 9 rounds on #2 to win against Level 1 Brandenburg.
Attempt #1: after three rounds I noticed I had forgotten the event cards. So we had dinner and I reset the game. At least after having had a few turns I kind of knew what I was getting into with Stone which I had played only 1 time before.
Attempt #2:
Mistakes were made:
- I played Thunderspeaker so much that whatever spirits I play I am overprotective of the Dahan—and they are useful when you defend. But Stone prefers not defending and just crushing invaders to pieces with their second power… so that got in the way. Luckily, Dahan seem quite nomadic especially especially during Downpour season.
- I never managed to get enough Mountains on the board for it to make a difference—Stone has several abilities that interact with mountains but 4 mountain tokens in 4 different regions… didn‘t do anything. Beasts removed more invaders than the mountains damaged.
- I usually try to clean up part of the island enough so invaders cannot appear. Downpour has several isolate powers right from the start but I just could not manage to prevent exploration except for 1 time!
- On turn #4 or 5 Downpour didn‘t have enough energy to play their second card. That was embarrassing
- Overall, I played Downpour badly. I was too busy getting to know Stone and grokking how they deal with blight.
What was ok:
- I am afraid of Blighted Islands. Every single time the card flips I feel like I have already lost. Today I avoided that easily because Stone can pay energy to take blight from the box instead of the card!
- Stone gets energy production up easily and also additional powers so I went for some major powers early. Stupidly, however, I chose one that was a) expensive and b) would only be useful once I had the terror level up to 2.
- An early event that cost me a lot gave both spirits a freely chosen permanent element! Yay!
- The fear cards didn‘t fizzle for the most part which is a good sign that I was playing around the right difficulty level for my current ability.
What was nice:
- The Spirit Island game arc can end with several turns „mopping up“ the leftovers: when you know you‘ve won but still have to go through several turns to get rid of that last city. Today, I looked at the board in the turtle phase of a rather harrowing turn 8 and thought: there are 3 cities left, if I do not remove those next turn, things will escalate beyond control, so I saved up a bit of energy on Downpour and next turn went for a fireworks of major powers with both spirits and the game ended with a bang
I would have needed to survive another turn to get the last fear card as well.
Edit: This changing of gears for the last turn seems important. If you overlook that you could win on a turn, you may end up getting in trouble. But I do things on that last turn that I would not do earlier in the game: getting major powers and discarding stuff randomly. Spending all my energy. Moving invaders to certain lands where they might become dangerous later—if there was a later. Stuff like that.
What was a bit… meh:
- I made one big blunder misreading Stone‘s blight prevention ability but I was able to retcon it the next turn without having an effect on the general outcome (I moved the presence I had placed the turn before so it would have all worked out)
- I must assume that I made more mistakes like that.
Overall, it was good to play but I wish my friend was available to play more often My brain is too busy with other things for me to play well with 2 spirits these days. Single spirit games lack all the synergies (not much of that today though…) and so I really avoid those.
Final board state: