THIS SCENARIO IS NOTABLY EASIER
- for spirits with versatile movement. (e.g., Thunderspeaker)
- for spirits good at moving or destroying / (e.g., River Surges in Sunlight)
THIS SCENARIO IS NOTABLY HARDER
Constant Raiding: After an Action moves 1 or more , each that moved deals 1 Damage in their land. (Damage happens after fully resolving the Power or other effect which moved them. If a Power moves a multiple times, it only does damage in the land where it ends up.)
Military Response: Whenever a is destroyed, add 1 to the nearest land with . Whenever a is destroyed, add 1 to the nearest land with . (Add the new invaders after fully resolving the Power or effect which destroyed the old one).Coordinated Insurrection: If you reach Terror level "Victory", immediately Damage Invaders in every land on the board, as if they were fighting back after a Ravage. If this doesn't fulfill the Victory condition on this card, you lose.
The normal Fear-based Victory is not available.
Terror 2: There are no lands where / outnumber .
Terror 3+: There is fewer than 1 land per player where / outnumber .
Strategy Page Here
- Constant Raiding (Dahan that moved deal damage) triggers after each action that moves Dahan. FAQ: https://querki.net/u/darker/spirit-island-faq/#!.7w4gbg4
- Military Response (add Towns/Explorers for Cities/Towns destroyed) triggers after each action that destroys Towns/Cities. FAQ: https://querki.net/u/darker/spirit-island-faq/#!.7w4gbg4