Spirit Island PbF - Game 1

Um, I may be missing something, but a Defend 3 on your coastal mountain land is still going to leave 3 damage being dealt, which will cause a Blight, destroying your Presence marker there, and then because a Dahan will die, you will also lose your Presence in the Desert above due to Thunderspeaker’s Sworn to Victory.

You will wipe everything out there, but it is going to have quite the cost to you.

Is not like I have better options…

Edit: Refresh my memory, is there blight if the 3 points kill a Dahan?

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Blight occurs if invaders deal a total of two or more damage in their turn, after Defend values are subtracted from their total. This occurs whether or not the damage destroys any Dahan.

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Aha! OK, I only need 4 damage to clear out NW7, then. I think it stands.

And if anyone else has a 0-1 Power Card they want to repeat, let me know.

I have mine, slow power card which grants 2 Energy to another spirit, and let’s them push a town. Just tossing that in the ring.

Sorry about the delay, busy with a few things in life, I hope I’m not slowing us all down too much.
I’ve been looking at the board state and the mountains are a bit of a problem for the old zapper. I’d appreciate suggestions - am I better dealing with imediate threats or accepting them as fait accompli and trying to prevent future issues instead?

I can’t see how I can do too much to prevent the mountatin assault with the cards I have, sadly. My incilination is to use my gainenergy growth option again to be able to play both cards - then with Harbingers of the Lightning I could push the two mushroom chaps from 3 into 2. I’d lose a fungus fellow but the counterattack would clear the land.

Then hmmm. I’m stuck. I could use Raging Storm to deal 1 damage to everything in land 9, but it won’t save my mycotic mate and I stilll get blighted. Would I be better reclaiming cards instead of using the gain energy growth option? Or can someone see something useful for my Raging Storm?

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I think there’s not much we can do to save those two mountain regions from blight, probably it will be best to focus on the next wave that will go through wetlands on the next turn. Roger can recover a land from blight, but I can see how we are getting 4 in this turn alone. Would that turn the island blight card from Healthy to Blighted, @Assussanni ?

There is currently 9 Blight on the card, so placing 4 on the board is not a problem at the moment.

No complaints about the speed of play from me. Real life should always take priority and there has been no shortage of discussing strategy in the meantime.

I’m happy to offer specific advice if you want it but I’m going to try and restrain myself so that the other players can comment first.

Instead I’ll offer some more general thoughts, and point out things that may not be obvious:

  • You can make your slow cards fast, provided you have enough Air elements. This means Raging Storm can pick off Explorers before they have a chance to build in the Invader phase. 3 Energy to destroy 1 Explorer is very inefficient but may sometimes be the best choice.
  • Chewy’s Spirit has a special rule called “Sworn to Victory”. This means if the Ravage in your land upside-down 6 (9) destroys the Dahan hut their Presence in SE3 will be removed. If you could find some way to stop the Dahan in that lane being destroyed by the Invaders, it would probably be appreciated.
  • If you reclaim your cards, you will also get to gain a power card. Minor powers all have an energy cost of either 0 or 1.

@Chewy77’s presence in SE3 is doomed anyway because of what I posted earlier, so preventing the loss of a Dahan in NE6 won’t change that.

@Lordof1 - I can assist with your coastal wetlands on the next turn, as far as preventing Ravage damage, but cannot provide any assistance for this turn.

You could use the Growth option to reclaim your cards, giving you a new power card and 3 energy total, and with your cards back, you could use Shatter Homesteads to destroy a town in either mountain land. Only downside to this option is you don’t expand your Presence on the board. Would recommend NE6, as the Dahan will live and retaliate against the Explorer there.

EDIT: Sorry, forgot the cost limit on RogerBW’s Repeat ability

The only way would be to make my slow card power a fast one, which does not depend on me. If I place new presence with my middle growth option, even though I know SE 3 is doomed (and in hindsight, I could have moved it along on the previous turn, but that was my mistake) I can still prep for the wetlands with my innate slow powers.

If I gather my cards, I can get new powers, but it is a gamble on what cards may come up, and I still get the blight on the coast plus may not prepare for the wetlands ravage on next turn. I know it is a sacrifice of presence, but that is the way with Thunderspeaker using the Dahan in battle, I’m afraid.

Great, thanks for the thoughts everyone. I think I shall reclaim energy (power option number 1) and use Harbingers of the LIghtning as a fast power. That’s my turn unless anyone objects.

Hmm, interesting. So let’s think this out:

@Lordof1 takes the Growth option to Reclaim cards. He plays both of his currently discarded cards, which he will have just enough Energy to do. Uses Shatter Homesteads as a Fast power to eliminate the Town in NE6. Uses Lightning’s Boon on @Chewy77.

@Chewy77 uses both of his current cards, and now both are Fast to Defend 3 but also immediately deal 3 damage which takes out the City, leaving just 3 points of incoming damage which will be Defended.

That leaves just NE1 to Ravage and Blight out of the East sides of the island. SW7 is just screwed.

Thoughts?

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Sounds like a plan is coming together :slightly_smiling_face:

If anyone who is picking a growth option which gains them a card wants to lock in their choice (COMaestro and Lordof1 at the moment, I believe) let me know and I will DM you the choices. I’ll assume you want Minor Powers at this stage unless told otherwise.

I will lock in my option, and yes, definitely Minor Powers at this stage.

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(No rush to respond to this, I won’t be able to update anything until Sunday.)

@RogerBW @Lordof1 @Chewy77 @COMaestro I thought I’d summarise where I think we are with the Spirit Phase:

Growth

RogerBW: growth option 3, add presence from card plays track to NW6.
Lordof1: growth option 1? (reclaim cards, gain a power card, +1 energy)
Chewy77: growth option 2, add one presence from each track, to SE2 and SE7?
COMaestro: bottom growth option, gain a power card (done), push presence to NW3 and SW2, add a presence from energy track to SW1.

Cards

RogerBW: Guard the Healing Land and Rituals of Destruction.
Lordof1: ?
Chewy77: Words of Warning and Manifestation of Power and Glory.
COMaestro: Swallow the Land-dwellers and Tidal Boon?

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Yes, SE2 to maximise damage with Manifestation of Power and Gloy, and 7 for next moves towards Ocean’s Inland

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Correct on mine!

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Correct for me growth. With my play, I only have 2 energy not 3 so I can’t play both discarded cards I think (as @COMaestro advised). Soooo instead I shall Shatter Homesteads on land 6 as discussed (as a fast power). For my second play, I shall use Harbingers of the Lightning to push my fungal friend from land 9 (where they will die) to land 5, where they won’t, and will kill the explorer there with the counterattack I think?

You have 1 energy left over from last turn, get 1 bonus from your growth option and get 1/turn from your energy track, so you will have three available if you wanted to play Shatter Homsteads + Lightning’s Boon but won’t be taking any forward into next turn.

Shatter Homesteads will destroy the Town in land 6, the remaining Explorer will inflict 1 damage to the 2 health mushroom, which will then strike back and destroy the Explorer and heal up at the end of the turn.

The Dahan only fight back in lands that are Ravaged, so moving it to land 5 wouldn’t do anything this turn.

I’ll send you your card choices from your growth option shortly. You may wish to play one of them instead of Harbingers of the Lightning or Lightning’s Boon.

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