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Spirit Island

Protect the island together. Invaders Ravage, Build, and Explore; the Dahan fight back after a Ravage.

Each round
  1. Spirit: choose Growth, uncover Presence tracks, gain Energy, then play and pay for Powers. Cards provide their Elements for the entire round.
  2. Fast Powers: choose targets and resolve Powers in any order.
  3. Invaders: resolve Blight and earned Fear, then Ravage, Build, Explore, and advance the cards.
  4. Slow Powers: resolve remaining Slow cards and Innates.
  5. Time Passes: discard played cards, remove Damage and temporary defense, and begin the next round.
Powers, Presence, and choices

Range is measured from your Presence through adjacent lands. A Sacred Site is two Presence in one land; River’s Wetland Presence also counts. Damage, movement, destruction, and Blight cascades pause for your decisions.

Cards are paid for when played. Using or Repeating them does not add their Elements again. Lightning may use one Slow Power as Fast for each Air Element. Repeats preserve Speed changes.

Victory, Fear, and defeat

Terror I: remove every Invader. Terror II: remove every Town and City. Terror III: remove every City. Earn all Fear cards to win at Terror IV.

You lose if a Spirit has no Presence, the Blighted Island pool is empty, or you must Explore with no Invader card left. Finish the current action before checking; simultaneous victory and defeat is a sacrifice victory.

This release

Native one-Spirit solo with River or Lightning on a balanced board. Spectators can inspect public state; hands stay with the player. Seven-card Power Progressions supply new Powers. Gains after those seven cards are not supported yet. Two-Spirit cooperative setup and the remaining core content are in development.