Breath of Darkness Down Your Spine

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Fearicon.png
THIS PAGE CONTAINS SPOILERS FOR NATURE INCARNATE. DETAILS ARE SUBJECT TO CHANGE.

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SETUP

Put 2 Presence and your Incarna (Breath of Darkness Down Your Spine), Unempowered (Unempowered Incarna), on your starting board: 1 Presence and Breath of Darkness Down Your Spine in the lowest-numbered Jungle and 1 in the highest-numbered Jungle. Set The Endless Dark (Endless Dark) tile next to the island with 1 Explorericon.png on it.

You start with your 4 Unique Power Cards and 0 Energy.

PLAY STYLE

Abducts lone Invaders to gain Fear and keep them off the board for a time; its mobile Incarna is particularly useful for this. Reclaiming permits the Invaders to escape its void en masse, so can be quite painful.

Has trouble with built-up lands, and may need to scatter Invaders or take a Major Power to deal with them.

COMPLEXITY

HIGH

Breath of Darkness Down Your Spine.png Breath of Darkness Down Your Spine Official FAQ Entries

Part of the Nature Incarnate Expansion.
Nature incarnate expansion symbol.png
GROWTH (PICK ONE)
Reclaimall.png
Reclaim Cards
Gaincardicon.png
Gain Power Card
Breath of Darkness Down Your Spine Incarna Icon.png
ANY
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Move Incarna to Any Land
DarknessEscapeAll.png

All Pieces Escape
Gaincardicon.png
Gain Power Card
+ Presenceicon.png

3
Range

Add a Presence
DarknessEscape2.png

Two Pieces Escape
+ Presenceicon.png

1
Range

Add a Presence
+ / Moveicon.png
Breath of Darkness Down Your Spine Incarna Icon.pngPresenceicon.png
Add/Move Incarna to Land with Your Presence
DarknessEscape1.png

One Piece Escapes
Energy Gain 1 Per Card Play.png
Gain Energy Equal to Card Plays[1]
PRESENCE
Energy 1.png

Energy/Turn
Energy 2.png

2
Moonenergy.png

Moon
Energy 3.png

3

Empower Incarna

4, Animal

5, Air
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Card Plays
Moveonepresence.png

Move a Presence 1
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3
Moonelement.png

Moon
Reclaimone.png

Reclaim One

4, Air

SPECIAL RULES

TERROR STALKS THE LAND
You have an Incarna (Breath of Darkness Down Your Spine). Empower Breath of Darkness Down Your Spine after uncovering Empowered. You may Abduct 1 Explorericon.png/Townicon.png at empowered Breath of Darkness Down Your Spine each Fasticon.png phase.

To Abduct a piece, Move it to The Endless Dark (Endless Dark). When pieces Escape, Move them to non-Ocean lands with your Presence/Breath of Darkness Down Your Spine; if they have no legal land to move to, you lose.

When your Powers would directly damage or directly destroy the only Invader in a land, instead Abduct it. (Check if it is alone at the start of the damage/destroy instruction. Endless Dark is not a land.)

SHADOW-TOUCHED REALM
Your land-targeting Powers can target Endless Dark as if it were a land, ignoring Range. (Endless Dark is Inland and has no terrain.)

Rules for The Endless Dark
A SPACE OF STRANGE AND INFINITE DARKNESS

The Endless Dark (Endless Dark) is on the island, but isn't a land and isn't on any board.

  • This can't be a Sacred Site.
  • Spirits can't target this even if they have Presence here.
  • Adding Blight here doesn't destroy Presence.
  • Special rules that affect lands do nothing here.
  • Invaders can't take Actions here.
  • Pieces here are on the island when checking for Victory/Defeat.

TRAPPED IN THE ENDLESS DARK

Fear Cards and Token Events affect pieces here as if this were an Inland land, but can't remove Invaders here - when they would, instead 1 Fear per Invader they would have removed.
LEAVE A TRAIL OF DEATHLY SILENCE
SPEED
RANGE
TARGET
Fast
No Range
YOURSELF
2 Moon 1 Animal 1 Damage at Breath of Darkness Down Your Spine. You may Push Breath of Darkness Down Your Spine.
3 Moon 1 Air 1 Animal 1 Damage at Breath of Darkness Down Your Spine. You may Push Breath of Darkness Down Your Spine.
4 Moon 2 Air 2 Animal 1 Damage at Breath of Darkness Down Your Spine. You may Push Breath of Darkness Down Your Spine.
5 Moon 2 Air 3 Animal Move Breath of Darkness Down Your Spine to Endless Dark. It Brings 1 Invader (from its land).
LOST IN THE ENDLESS DARK
SPEED
RANGE
TARGET LAND
Slow
No Range
Endless Dark
2 Moon 1 Air 1 Fear per Invader (max. 4). Downgrade up to 1 Invader. (Downgrading Removes Explorericon.png.)
4 Moon 3 Air 1 Fear per Invader (max. 4). Downgrade any number of Invaders.
3 Moon 2 Animal Add 1 Beasts.

SUMMARY OF POWERS

 
         
         
         
         
         
Offense Control Fear Defense Utility
 
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Breath of Darkness Down Your Spine.png

From the Spirit Panel

In the open spaces of Spirit Island, the night sky, when clear, blazes with light from the moon and stars - but not all of this light reaches the earth. From time to time an ever-shifting shadow writhes across the land, bringing a darkness deeper than found under any jungle canopy. It seeks out those who are isolated and alone, and swallows compatriots and communities alike into its lightless void. Some return, others do not.

Many Dahan suspect this may be another form of Shadows Flicker Like Flame - its whispery voice crackles like fire, among other signs - but keep cautiously clear of it, as it has made no requests of them.

Design Lore

Fear of the dark - and of being alone in the dark - is something really primal. On Spirit Island, it’s also really sensible: not just because there are things in the dark that might hurt you, but because the dark itself might swallow you, never to return. It is not a mere absence of light, but an actual thing unto itself.

Or, perhaps, multiple things, but here we’re discussing just one: Breath of Darkness Down Your Spine.

Breath of Darkness is an Incarna Spirit, its tangled locus a fearsome creature of living shadow that is not exactly physical, but not exactly intangible - it can rend and tear, but also slip through tiny openings, suddenly unfurl itself to a vaster shape, or evaporate away altogether. This may be because it is not entirely here - there is a realm of shadows that may exist inside of it, or on the other side of it, or which it partially exists in, or to which it is connected?… even the Dahan aren’t sure, and have little desire to try and find out. What they do know is that some of those trapped by darkness return - eventually - while others never do.

(The Dahan have few troubles with Breath of Darkness these days. Perhaps this is because the Dahan are correct in their beliefs about certain patterns the Spirit is thought to dislike, allowing travelers caught out alone a much better chance of avoiding an encounter with it. Perhaps it is because the Dahan are correct in other beliefs about the nature of the island, and have resided there long enough to be better-anchored against being pulled into another realm against their will. Perhaps it is simply because Breath of Darkness has some agenda of its own, or because some other Spirit is intervening in one fashion or another, or because it is actually an alternate form of Shadows Flicker Like Flame. Regardless, most Dahan remain cautious - though if it started speaking to them, they’d hear what it had to say; part of their deep wariness is that it doesn’t communicate with them much.)
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Important note: If playing as Breath of Darkness Down Your Spine, you start the game with these Unique Power Cards in your hand.

Emerge from the Dread Night Wind (ni).png Reach from the Infinite Darkness (ni).png Swallowed by the Endless Dark (ni).png Terror of the Hunted (ni).png


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Gallery

Notes

  1. You gain Energy equal to the highest Card Plays number revealed on your Card Plays track. Reference: https://querki.net/u/darker/spirit-island-faq/#!what-plays-does-rightmost-trickster-growth-check


Rulings for Breath of Darkness Down Your Spine

Explorericon.png There are no rulings at this time. Explorericon.png