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Spirit Island: Promo Pack 2

Expansion for Spirit Island

Spirit Island: Promo Pack 2 Rulebook

Table of Contents

Table of Contents

  • Components
  • Promo Rules
    • Aspect Cards
    • Presence Track Bonuses
    • Isolate
    • Saved from Destruction
  • Spirit: Downpour Drenches the World
    • Special Rules
    • Growth (Pick One)
    • Presence Track
    • Innate Powers
      • Rain and Mud Suppress Conflict
      • Water Nourishes Life's Growth
  • Adversary: The Kingdom of Scotland
    • Additional Loss Condition
    • Escalation
    • Levels
  • Scenarios
    • Varied Terrains
    • A Diversity of Spirits
  • Spirit: Finder of Paths Unseen
    • Setup
    • Special Rules
    • Play Style

Components

  • 2 Spirit Panels
  • 2 Scenario Panels
  • 1 Adversary Panel
  • 10 Unique Power Cards
  • 5 Fear Cards
  • 5 Aspect Cards
  • 4 Adversary Reminder Tiles

Promo Rules

Aspect Cards

Aspect Cards provide new ways to play familiar Spirits, portraying some facet of that Spirit's nature more strongly or in a different fashion. This promo pack includes Aspects for the four low-complexity Spirits from the base game.

The back of an Aspect Card shows which Spirit it's for and the front shows how to use it, providing a new Special Rule or Innate Power. To keep the Spirit balanced, an Aspect may replace an existing Special Rule or Innate Power or require other changes during Setup; these changes are indicated at the top of the Card.

The use of Aspects is entirely optional: decide whether to use one and which to use when choosing Spirits. Use at most one Aspect per Spirit. Aspects may change a Spirit's play style or complexity; if playing a Spirit for the first time, either don't use an Aspect, or use one that decreases complexity.

Presence Track Bonuses

These Spirits have bonuses on their Presence Tracks other than Elements and "Reclaim One". Elements and static bonuses (like "+1 Range on everything") are constantly in effect, and cannot be turned off. Spaces which say "+2 Energy" or "+1 Card Play" modify your normal Energy income or Card Plays available. Everything else (Reclaim One, Move Presence, Push Town, Pay 2 Energy to Gain a Power Card, etc.) is an optional Action you may take once per turn during the Spirit Phase.

Isolate

Some Powers for these Spirits tell you to Isolate a land, representing the Invaders being mired, trapped, or otherwise incapable of traveling. This has two effects:

  1. Invaders do not Explore Isolated lands and Isolated lands are not a source of Explorers.
  2. As far as Invader pieces are concerned, an Isolated land isn't adjacent to anything... unless you want it to be.

Details:

  • Isolate does not affect Blight cascades. Blight is not an Invader piece, so is not impacted. (Thematically, things which prevent humans from traveling don't affect ecosystem damage spreading.)
  • Isolate does not change whether a land is Coastal. ("Coastal" is a land type defined by the land's adjacency to the Ocean. Invader-specific adjacency changes don't affect that.)
  • Like all effects not marked by a change to the board, Isolate only lasts for the current turn.
  • You can let Invaders in an Isolated land use some or all adjacencies for a given Action, if you like.

Saved from Destruction

A few effects can prevent Dahan or Invaders from being Destroyed.

  • If a Dahan or Invader takes enough Damage to Destroy it but that destruction is prevented, clear all Damage it has at that moment.
  • Saved Dahan and Invaders can't be Destroyed a second time or be dealt additional Damage by the Action they were just saved from, even if that effect has leftover Damage, additional instances of Damage, or Destroy instructions.

Spirit: Downpour Drenches the World

Spirit Panel, official English. Flavour art is omitted.

Special Rules

Drench the Landscape: Spirit Actions and Special Rules treat your Presence as Wetlands in addition to the printed terrain.

Pour Down Power Across the Island: For each 2 Water you have, during the Fast / Slow phase you may either:

  • Gain 1 Energy; or
  • Repeat one of your land-targeting Power Cards by paying its cost again. (It need not target the same land.)

Use Scenario Markers or spare game pieces to track uses of this rule. (Max. 5 times per turn, no matter how much Water you have.)

Growth (Pick One)

The Spirit Panel prints the following Growth items in three rows, read left to right, as printed:

  • Top row, left group: Reclaim Cards; Gain Power Card; Move a Presence (range 2).
  • Top row, right group: Add a Presence (range 2); Add a Presence (range 2); Gain 2 Water; Discard 2 Power Cards.
  • Bottom row: Gain Power Card; Add a Presence (range 3); Gain Energy (+1).

The grouping of these items into individual Pick-One options is read from the panel layout; the printed sheet does not number them.

Presence Track

The Presence Track is printed as two rows of spaces. Spaces are listed as printed, left to right.

Energy row (starting space first):

  1. 1 (Energy/Turn), starting space
  2. Water
  3. Plant
  4. Water
  5. 2, Air
  6. Water
  7. Earth
  8. 2 Water

Card Plays row (starting space first):

  1. 1 (Card Plays), starting space
  2. Move a Presence 1
  3. Water
  4. 2
  5. Move a Presence 1
  6. 3

Innate Powers

Rain and Mud Suppress Conflict

Speed: Fast. Range: none (printed as a dash). Target: Yourself.

  • 1 Air + 3 Water: Each of your Presence grants Defend 1 and lowers [icon] counterattack Damage by 1. (Total, in its land.)
  • 5 Water + 1 Earth: Each of your Presence grants Defend 1 and lowers [icon] counterattack Damage by 1.
  • 3 Air + 9 Water + 2 Earth: 2 [icon]. In your lands, Invaders and [icon] have -1 Health (min. 1).

Water Nourishes Life's Growth

Speed: Fast. Range: 0. Target Land: Any.

  • 3 Water + 2 Plant: Gain 1 Energy. You may Remove 1 Blight by Removing 1 of your Presence (from target land).
  • 5 Water + 1 Earth + 2 Plant: Gain +1 Energy. Gather up to 1 [icon].
  • 7 Water + 2 Earth + 3 Plant: When Blight would be added to target land, instead leave it on the card.

Adversary: The Kingdom of Scotland

Adversary Panel, official English. Base Difficulty 1.

Additional Loss Condition

Trade Hub: If the number of Coastal lands with Cities is ever greater than (2 x # of boards), the Invaders win.

Escalation

Ports Sprawl Outward: On the single board with the most Coastal Towns/Cities, add 1 Town to the N lands with the fewest Towns. (N = # of players.)

Levels

Each level is listed with its Level number, its Difficulty in parentheses, its Fear Cards entry exactly as printed (the numbers in parentheses after the total are printed without a label), and its Game Effects. Game Effects are cumulative.

  1. Level 1 (Difficulty 3). Fear Cards: 10 (3/4/3). Trading Port: After Setup, in Coastal lands, Explore Cards add 1 Town instead of Explorers. "Coastal Lands" Invader Cards do this for maximum 2 lands per board.
  2. Level 2 (Difficulty 4). Fear Cards: 11 (4/4/3). Seize Opportunity: During Setup, add 1 City to land #2. Place "Coastal Lands" as the 3rd Stage II Card, and move the two Stage II Cards above it up by one. (New Deck Order: 11-22-1-C2-33333, where C is the Stage II Coastal Lands Card.)
  3. Level 3 (Difficulty 6). Fear Cards: 13 (4/5/4). Chart the Coastline: In Coastal lands, Build Cards affect lands without Invaders, so long as there is an adjacent City.
  4. Level 4 (Difficulty 7). Fear Cards: 14 (5/5/4). Ambition of a Minor Nation: During Setup, replace the bottom Stage I Card with the bottom Stage III Card. (New Deck Order: 11-22-3-C2-3333)
  5. Level 5 (Difficulty 8). Fear Cards: 15 (5/6/4). Runoff and Bilgewater: After a Ravage Action adds Blight to a Coastal land, add 1 Blight to that board's Ocean (without cascading). Treat the Ocean as a Coastal Wetland for this rule and for Blight removal/movement.
  6. Level 6 (Difficulty 10). Fear Cards: 16 (6/6/4). Exports Fuel Inward Growth: After the Ravage Step, add 1 Town to each Inland land that matches a Ravage Card and is within range 1 of a Town/City.

Scenarios

Two scenario cards, photographed. The top setup paragraph of each card is faded and illegible in the source and is marked as such; the difficulty bullets below it are legible.

Varied Terrains

[illegible: top setup/description paragraph]

This scenario is notably easier:

  • ...for Spirits with very good Build prevention in Jungle and Wetlands (e.g. A Spread of Rampant Green).

This scenario is notably harder:

  • ...with Adversaries that cause more Build (e.g. The Kingdom of England).

A Diversity of Spirits

[illegible: top setup/description paragraph]

Recommendations & Notes:

  • The scenario is less about mechanical changes and more about altering the experience of the game. Some players love it, but it's not for everyone.

This scenario is notably easier:

  • ...for groups where the players are highly familiar with each other's playstyles and highly familiar with all Spirits being played.

This scenario is notably harder:

  • ...when playing a Spirit new to you, or a Spirit you don't recall well. (And less fun, because you lose some of the enjoyment in exploring Spirit capabilities.)
  • ...for Spirits with extensive [icon] placement.

Spirit: Finder of Paths Unseen

Brief entry. This Spirit's Growth, Presence Track, Innate Powers and six Unique Power Cards are the same as in the Spirit Island: Finder unsichtbarer Wege rulebook, which carries the full text and is read together with this file. Only the setup and special rules are restated here.

Setup

Put 1 Presence on your starting board in land #3. Put 1 Presence on any board in land #1.

You have 6 Unique Power Cards.

Special Rules

Responsibilities to the Dead: After one of your Actions Destroys 1 or more Invaders/Dahan, or directly triggers their Destruction by moving them, Destroy 1 of your Presence and lose 1 Energy. If you have no Energy to lose, Destroy another Presence.

Open the Ways: You may make up to two of your lands adjacent at a time. You may change which lands are adjacent once between Actions.

Play Style

All about moving the Invaders, and [icon]/[icon]/[icon] from time to time. Good at creating Invader-free "safe zones", due to its many movement Powers and its capacity to Isolate. Can't afford to Destroy Invaders too often without a way to re-add Destroyed Presence, so either needs a big-hammer Major Power or to rely on its teammates for offense.

Changes the topology of the board, which increases complexity for all players, particularly in larger games!

Complexity: Very High.