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Spirit Island: Promo Pack 1

Expansion for Spirit Island

Spirit Island: Promo Pack 1 Rulebook

Table of Contents

Table of Contents

  • Heart of the Wildfire
    • Setup
    • Play Style
    • Special Rules
    • Growth (Pick One)
    • Presence Tracks
    • Innate Powers
  • Serpent Slumbering Beneath the Island
    • Setup
    • Play Style
    • Special Rules
    • Growth (Pick Two)
    • Presence Tracks
    • Innate Powers
  • Heart of the Wildfire Power Cards
  • Serpent Slumbering Beneath the Island Power Cards
  • Glyph Notes

Heart of the Wildfire

Setup

Put 3 Presence and 2 Blight on your starting board in the highest-numbered Sands. (Blight comes from the box, not the Blight Card.)

Play Style

Starts with good offense and gets better from there, but lays down Blight as it grows. The smaller the game, the more restraint is needed to prevent tipping the island over into being completely Blighted. The Wildfire can heal the land where it is, but may benefit from other Blight removal Powers so it can add Presence to problem lands without triggering Blight cascade. Removing Blight from its own lands limits its "Firestorm" Innate Power, however.

Complexity: High.

Special Rules

Blazing Presence. After you add or move Presence after Setup, in the land it goes to:

  • For each Fire showing on your Presence Tracks, do 1 Damage.
  • If 2 Fire or more are showing on your Presence Tracks, add 1 Blight.
  • Push all Beasts and any number of Explorers.

If you add multiple Presence into a land at the same time, only do the above effects once.

Destructive Nature. Blight added due to Spirit effects (Powers, Special Rules, Scenario-based Rituals, etc.) does not destroy your Presence. (This includes cascades.)

Growth (Pick One)

Each section is a single choice. You must do everything shown, but may choose the order.

  • Reclaim Cards.
  • Gain a Power Card.
  • Gain 1 Energy.
  • Gain a Power Card.
  • Add a Presence with range 3.
  • Add a Presence with range 1.
  • Gain 2 Energy, and 1 more Energy for each Fire showing.

Presence Tracks

Energy track: 0 (Energy/Turn), Fire, 1, 2, Fire and Plant, 3.

Card Plays track: 1 (Card Plays), Fire, 2, 3, Fire, 4.

Innate Powers

Firestorm

  • Speed: Fast.
  • Range: 0.
  • Target land: a land with Blight.
  • 1 Plant: 1 Damage per 2 Fire you have.
  • 3 Plant: Instead, 1 Damage per Fire you have.
  • 4 Fire, 2 Animal: Split this Power's Damage however desired between target land and any number of your lands with Blight.
  • 7 Fire: In a land with Blight where you have Presence, Push all Explorers. Destroy all Invaders and Beasts. Add 1 Blight.

The Burned Land Regrows

  • Speed: Slow.
  • Range: 0.
  • Target land: Any.
  • 4 Fire, 1 Plant: If target land has 2 Blight or more, remove 1 Blight.
  • 4 Fire, 2 Plant: Instead, remove 1 Blight.
  • 5 Fire, 2 Plant, 2 Earth: Remove another Blight.

Serpent Slumbering Beneath the Island

Setup

Put 1 Presence on your starting board in land #5.

Play Style

There are several ways to play the Serpent, but all require patience: early game involves slowly building up Powers and Presence. It's not helpless during this time, but it isn't as effective as anyone else. It becomes incredibly powerful after awakening, but getting there requires a lot of time.

Make sure to Absorb Essence before you run up against your Presence cap, and to get other players' buy-in before using Absorb Essence on their Presence.

Complexity: High.

Special Rules

Deep Slumber. You start off limited to 5 Presence on the island. Raise this with your "Absorb Essence" Power Card. Each use covers the lowest revealed number; your Presence limit is the lowest uncovered number.

The Deep Slumber track holds these numbers, lowest first: 5, 7, 8, 10, 11, 12, 13. (The final 13 is printed without a Presence space.)

Growth (Pick Two)

You may choose any two Growth options, in either order, but can't choose the same option twice.

  • Reclaim Cards.
  • Move a Presence, range 1.
  • Gain a Power Card.
  • Gain 1 Energy.
  • Gain 4 Energy.
  • Add a Presence with range 3 to a land without Blight.

Presence Tracks

Energy track: 1 (Energy/Turn), Fire, Any, Reclaim One, Earth, 6, Any, 12. The Earth space requires both preceding spaces.

Card Plays track: 1 (Card Plays), Moon, 2, Water, Earth, 4, 5 and Reclaim One. The Earth space requires both preceding spaces.

Innate Powers

Serpent Wakes in Power

  • Speed: Slow.
  • Range: Self.
  • Target: You.
  • 2 Fire, 1 Water, 1 Plant: Gain 1 Energy. Other spirits with any Absorbed Presence also gain 1 Energy.
  • 2 Water, 3 Earth, 2 Plant: Add 1 Presence at range 1. Other spirits with 2 or more Absorbed Presence may do likewise.
  • 3 Fire, 3 Water, 3 Earth, 3 Plant: Gain a Major Power without Forgetting. Other Spirits with 3 or more Absorbed Presence may do likewise.

Serpent Rouses in Anger

  • Speed: Slow.
  • Range: 0.
  • Target land: Any.
  • 1 Fire, 1 Earth: For each Fire and Earth you have, 1 Damage to 1 Town / City.
  • 2 Moon, 2 Earth: For each 2 Moon and 2 Earth you have, 2 Fear and you may Push 1 Town from target land.
  • 5 Moon, 6 Fire, 6 Earth, Cost -7 (Energy): In every land in the game: X Damage, where X is the number of Presence you have in and adjacent to that land.

Note on the Serpent Rouses in Anger cost: the scan prints the cost coin as "-7" beside the word "Cost". It is transcribed exactly as printed.

Heart of the Wildfire Power Cards

Threatening Flames

  • Cost: 0. Speed: Fast. Range: 0.
  • Target land: Blight and Invaders.
  • Elements: Fire, Plant.
  • 2 Fear.
  • Push 1 Explorer / Town per Terror Level from target land to adjacent lands without your Presence.
  • If there are no such adjacent lands, +2 Fear.

Flame's Fury

  • Cost: 0. Speed: Fast. Range: Self.
  • Target: Any Spirit.
  • Elements: Sun.
  • Target Spirit gains 1 Energy.
  • Target Spirit does +1 Damage with each Damage dealing Power they use this turn.

(Powers which damage multiple lands or each Invader only get 1 extra damage total. Repeated Powers keep the +1 boost. Destroy effects don't get any bonus.)

Asphyxiating Smoke

  • Cost: 2. Speed: Slow. Range: 2 from your Presence.
  • Target land: Any.
  • Elements: Fire, Animal, Plant.
  • 1 Fear.
  • Destroy 1 Town.
  • Push 1 Explorer.

Flash-Fires

  • Cost: 2. Speed: Slow. Range: 1.
  • Target land: Any.
  • Elements: Fire, Animal.
  • 1 Fear.
  • 1 Damage.
  • If you have 2 Animal: This Power is Fast.

Serpent Slumbering Beneath the Island Power Cards

Elemental Aegis

  • Cost: 1. Speed: Fast. Range: 0.
  • Target land: Any.
  • Elements: Fire, Water, Earth.
  • Defend 2 in target land and all adjacent lands.
  • For every Presence on your "Deep Slumber" track, Defend 1 in target land and all adjacent lands.

Absorb Essence

  • Cost: 2. Speed: Fast. Range: Self.
  • Target: Another Spirit.
  • Elements: Moon, Fire.
  • Gain 3 Energy.
  • Move 1 of target Spirit's Presence from the board to your "Deep Slumber" track. Absorbed Presence cannot be returned to play.
  • Target Spirit gains 1 Any element and 1 Energy.

Gift of Flowing Power

  • Cost: 1. Speed: Fast. Range: Self.
  • Target: Another Spirit.
  • Elements: Fire, Water.
  • Target Spirit gains 1 Energy.
  • Target Spirit chooses to either: Play another Power Card by paying its cost, or Gain 1 Fire and 1 Water.

Gift of the Primordial Deeps

  • Cost: 1. Speed: Fast. Range: Self.
  • Target: Another Spirit.
  • Elements: Moon, Earth.
  • Target Spirit gains a Minor Power.
  • Target Spirit chooses to either: Play it immediately by paying its cost, or Gain 1 Moon and 1 Earth.

Glyph Notes

These transcriptions were made by reading the icons on the scans. The icon-to-word mapping used throughout is: Blight (hooded figure); Explorer (figure in a dome-shaped hat); Town (small house); City (larger multi-block building); Beast (paw); Fear (black X-shaped mark); Fire, Water, Earth, Plant, Animal, Moon, Sun (the element symbols); Energy (coin); Presence (disc). The Explorer and Town readings, and the Blight reading in "Target land", are the least certain of these and should be checked against a text source before relying on them.