Thanks for elaborating.
@Lordof1 - if there are concerns regarding energy going into the next turn, I am playing a card which grants 2 Energy to another spirit. If @RogerBW is willing to use his repeat ability on me, I can repeat it to either give two spirits this energy, or double up on one to give them 4.
I didn’t realise energy carried over - I may have been playing this wrong! That would make the game easier!
Anyhoo, I’ll follow @COMaestro ’s suggestion and make @Chewy77 speedy this turn (2 slow powers are now fast).
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I don’t think anyone else has asked for it…
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Board state after growth:
Reminder: Invaders will Ravage in the Mountains and Build in the Wetlands.
Fast Powers
Lordof1 uses Lightning’s special rule to make Shatter Homesteads fast.
Slow Powers
Chewy has 3 Air and 2 Sun available for Gather the Warriors.
Fast Power Phase
Firstly, RogerBW resolves Gift of Inner Strength targeting COMaestro, unless anyone else wants to make a claim to it.
Lordof1 resolves Lightning’s Boon targeting @Chewy77. Chewy, you may resolve up to two of your slow powers (including innate powers) as fast. Please let me know which you would like to make fast, what you would like to do with them and if this changes what you want to do with Words of Warning.
I am just thinking that if my Manifestation of Power and Glory is fast I will use my Words on Warning on NE6 so there is only ravage in Lordof1’s NE1 this turn (to return the favour and save their Dahan).
Manifestation will happen in SE 2 and wipe the region, and I will gather the warriors in SE6 wetlands from the SE7 and SE8 regions, along with my presence disc
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Nice! With @Lordof1’s Shatter Homesteads power being Fast as well, he should take no Blight on his board!
Fast Power Phase (continued)
RogerBW resolves Guard the Healing Land to remove 1 Blight from NW5 (Blight on card: 9 → 10).
Chewy77 resolves Words of Warning in NE6, granting 3 Defense.
Lordof1 resolves Shatter Homesteads in NE1, causing 1 Fear and destroy 1 Town for 1 additional Fear (Fear: 4/16).
Chewy77 resolves Manifestation of Power and Glory in SE2, causing 1 Fear and dealing 6 damage, destroying all Invaders for 3 additional Fear (Fear: 7/16).
Chewy77 resolves Gather the Warriors to bring 2 Dahan and 1 Presence from SE7 to SE6 and 1 Dahan from SE8 to SE6.
That concludes the fast power phase. Next up is the Invader Phase…
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Invader Phase
Ravage (Mountains)
No Invaders in NW5, NW8, SW3, SE2, SE7.
NE1: 1 Explorer causes 1 damage, no effect.
NE6: 1 Town + 1 Explorer causes 3 damage - 3 defense = 0. Dahan cause 2 damage, 1 Town destroyed: 1 Fear (-> 8/16).
SW7: 1 City + 1 Town + 1 Explorer causes 6 damage: 1 Blight (Blight on card 10 → 9).
Build (Wetlands)
Invaders build a Town in every Wetland, except SE6 where they build a City.
Explore: The Invaders Explore in the Sands and an Explorer is added to each desert.
This gives a board state of:
Slow Powers
@RogerBW, @Chewy77 and @COMaestro have slow powers to resolve. I have RogerBW targeting NW7 with Rituals of Destruction, which has only become a juicier target after the Invader Phase. Chewy and COMaestro, please confirm the targets for your slow powers (RogerBW, just let me know if you want to change the target of your power).
COMaestro, for your reference RogerBW has 1 Energy and gains 2/turn, while Lordof1 and Chewy77 both have 0 Energy and gain 1/turn.
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Swallow the Land Dwellers will target NW3 and should clear it of invaders. I will use the now total 4 health of drowned invaders to gain 1 Energy.
Tidal Boon will target @Lordof1 and @Chewy77. You both gain 2 energy, and can push 1 Town and up to 2 Dahan from a land with your Presence.
Lastly, Ocean Breaks the Shore will drown the City in SW2.
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Before Tidal boon happens, I will Lead the Furious Assault in SE6, destroying a town there. I think I will need the Dahan there on my next turn, so I will not push any. Thanks COMaestro!
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You could push ones from SE2 though, if you think it would be handy.
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I was planning on defending 3 on SE6 next turn instead to protect from the city. If I put a Dahan in 2 it could be destroyed (and one of my presence discs). * I actually prefer the option of pushing a Dahan from SE7 to your Wetlands of SW8 to kill that explorer next turn* Forget this
EDIT: Sorry, I was looking at a previous map by accident. If I get new powers on my next turn, I can consider what to do then.
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Still happy as it stands.
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Apologies for the delay; I’ll push the town from 5 into 6.
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Slow Power Phase
RogerBW resolves Rituals of Destruction in NW7, causing 2 Fear and dealing 5 damage, destroying all Invaders for 1 additional Fear (Fear: 11/16).
Chewy77 resolves Lead the Furious Assault in SE6, destroying the Town, which causes 1 Fear (12/16).
COMaestro resolves Swallow the Land-Dwellers in NW3, drowning the Explorer and the Town, which causes 1 Fear (13/16).
COMaestro resolves Ocean Breaks the Shore in SW2, drowning the City, which causes 2 Fear (15/16).
COMaestro resolves Tidal Boon, targeting Lordof1 and Chewy77. Each gain 2 Energy.
Lordof1 uses Tidal Boon to push the town from NE5 to NE6.
The slow power phase ends and we enter turn 3, starting as always with the growth part of the Spirit Phase.
Board state at the start of turn 3:
Healthy Island: 9 Blight Remaining
Fear: 15/16 One more Fear will earn you your first Fear card, which resolves at the start of the Invader Phase.
Fear Deck: 3/3/3, 0 Cards Earned
Invader Turn
Ravage: Wetlands
Build: Sands
Explore: Stage II (Any One Terrain OR All Coastal Lands)
Edit: map updated for COMaestro growth option and annotated with some proposed card plays.
RogerBW Player Board and Cards (after reclaiming discard)
You have 1 Energy carried forward from last turn.
Lordof1 Player Board and Cards
You have 2 Energy carried forward from last turn.
Discard Pile

Chewy77 Player Board and Cards (after growth)
You have 3 Energy after Growth.
COMaestro Player Board and Cards (after growth)
You have 3 Energy after Growth and 3 Health of drowned Invaders.

Discard Pile
@RogerBW @Lordof1 @Chewy77 @COMaestro It is time again to pick growth options. If anyone knows what growth option they will choose and it involves reclaiming discarded cards and/or gaining new cards, let me know and I will edit this post with your updated hand. Otherwise, feel free to strategise as you see fit.
Um, shouldn’t the explore be the last Stage 1, Forest?
Meanwhile I will use my second growth option, placing a Presence in NE and SE oceans, both from my energy track.
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One card of each explore stage is removed at the start of the game, but you don’t know which one. So the deck at the start of the game is 111-2222-33333 but there are four possible 1s, five possible 2s and six possible 3s.
The parentheses I’ve been adding are to show what could be on the top card for this turn’s Explore action. Sorry if that was unclear.
Living Power of Dirt: with only one card in hand, I think I have to Reclaim. Do I get to see what those cards are before choosing where my new Presence goes?