Fractured Days Split the Sky

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Spoiler warning: The content on this page comes from the Jagged Earth expansion, which is still in the process of being distributed to Kickstarter backers, and is currently not available for retail purchase. Please be aware of this and use precaution if you would like to play the expansion without spoilers.



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SETUP

Put 3 Presenceicon.png on your starting board: 1 in the lowest-numbered land with 1 Dahanicon.png, and 2 in the highest-numbered land without Dahanicon.png. Deal 4 Minor and Major Powers face-up as your initial Days That Never Were cards; in a 1 or 2-player game, instead deal 6 of each. In a 1-board game, gain 1 Time.

PLAY STYLE

Excellent at support and sweeping indirect effects, but starts off very limited otherwise. Several of its Unique Powers need setup to use well; it's entirely possible 1 or 2 of them may see no play in a given game.

Has a hard time getting lots of Presenceicon.png onto the board. This can make targeting tricky, and may be quite dangerous if a Blighted Island effect Destroys Presenceicon.png.

COMPLEXITY

VERY HIGH

GROWTH (PICK ONE)
Airelement.png
Gain Air
Reclaimall.png
Reclaim Cards
Gain2time.png
Gain up to 2 Time


Moonelement.png
Gain Moon
Gaincardicon.png
Gain Power Card
+ Presenceicon.png

2
Rangeicon.png

Add Presence
Gain1timex2.png or 2cardplays.png
x2: Gain 1 Time or +2 Card Plays
Sunelement.png
Gain Sun
Presenceicon.png

4
Moveicon.png

Move Presence
Daysthatneverweregrowthicon.png
Gain Power Card from Days That Never Were
Gain1timex3.png or Energy Plus 2.png
x3: Gain 1 Time or Gain 2 Energy
PRESENCE
Energy 1.png

Energy/Turn
Energy 1.png

1
Energy 2.png

2
Energy 2.png

2
Energy 2.png

2
Energy 3.png

3

Cardplay1.png

Card Plays
Cardplay1.png

1
Cardplay1.png

1
Cardplay2.png

2
Cardplay2.png

2
Cardplay3.png

3


SPECIAL RULES

FRAGMENTS OF SHATTERED TIME

Each Presenceicon.png on this ability represents 1 Time. Many of your Powers require Time as an additional cost. Spend it when you Resolve the Power. (Not when you play it.)

When you Gain 1 Time, put 1 of your Presenceicon.png here from your Presenceicon.png track (or, optionally, the island). When you Spend 1 Time, return it to a Presenceicon.png track - or if you have no free spaces, Destroy it.

DAYS THAT NEVER WERE

Your 3rd Growth option lets you gain any one Power Card from a special set you create during Setup. When you gain a Power Card any other way, you may add one unchosen card to this set.

Slip the Flow of Time

SPEED RANGE TARGET
Fasticon.png
No Range.png
ANYSpiriticon.png

You may use this Power any number of times.

Cost to Use: 1 Time per previous use this turn.

3 Moonelement.png 1 Airelement.png Target Spirit may Resolve 1 Slowicon.png Power now.

2 Sunelement.png 2 Moonelement.png Target Spirit may Reclaim 1 Power Card from their discarded or played cards. (If they Reclaim a card from play, they lose its Elements.)

3 Sunelement.png 2 Airelement.png Target Spirit may play a Power Card by paying its cost.


Visions of a Shifting Future

SPEED RANGE TARGET LAND
Slowicon.png
No Range.png
YOURSELF

1 Sunelement.png 2 Moonelement.png 2 Airelement.png Look at the top card of either the Invader Deck or (if relevant) the Event Deck. Return it, then shuffle that deck's top 2 cards. (For the Invader Deck, differing Invader Stages may give away which card is next.)

2 Sunelement.png 3 Moonelement.png 2 Airelement.png Instead of returning-and-shuffling, you may put the card you looked at on the bottom of its deck. You may not do this for cards specially placed during Setup.




SUMMARY OF POWERS

 
         
         
         
         
         
Offense Control Fear Defense Utility
 



Lore

From the Playmat

The sun and moon are short-term timekeepers of Spirit Island, measuring days and months with their rise and set, wax and wane. When they meet in a solar eclipse, time collides with time, sending jagged pieces of Was, Will-Be, and Might-Have-Been tearing through the weave of seasons and years. Gleaming vision-shards of future or past events may shimmer across the sky, but often those futures or pasts do not match what others know.

Fractured Days Split the Sky exists mostly in the high reaches of the heavens, but touches the island now and then, time and possibility flowing around it like a wind-blown mantle.

Design Lore

Spirits do not perceive time as humans do - see the recent update about Shifting Memory of Ages for one example - but there is still a certain orderliness to it. Days follow nights follow days, seasons follow seasons, years follow years, and if some events are unmoored in exactly when they happened, it is more that the structure is looser than human minds conceive, not that it lacks structure at all.

Fractured Days Split the Sky is a hammerblow to that structure, the periodic collision of sun and moon overhead. Or it might be the edges of Time, where the usual order cracks and splinters into pieces hanging out over the void. Or perhaps it is simply the eclipse itself, which by virtue of its nature wears Time around itself like a jagged cloak - few Spirits and no humans have the discernment to distinguish between these stories, and in the nature of Spirits and stories, they may all be true and untrue at the same time.

What is certain is that on Spirit Island, when a solar eclipse darkens the sky, fragmentary visions of past and future and present may appear in the air, ghostly but clear. Frequently, the visions are not of the past or future or present that those witnessing it know.

(Fractured Days Split the Sky is not, for the most part, a spirit of visions - these sights that swirl around it carry no unusual wisdom or import, and may be irrelevant - or outright deceptive - to the past-present-future in which the observer exists. If it focuses, it can feel out which fragments of future correspond to a particular present, but the very act of doing so tends to jostle the future about and make it less certain.)

It is a celestial Spirit, somewhat remote and not especially accessible the way that, say, a river-spirit or earth-spirit can be. It's capable of piecing together a humanoid puppet-form if it wishes to communicate with the strange scurrying upright-animal-things far below, but even this form made expressly for contact with humans is difficult for spirit-speakers to interact with; it conveys jumbles of sensory impressions from moments that never actually happened, or haven’t happened yet, a little bit like a modern human might piece together a paragraph by cutting out words from newspaper articles.

But celestial or not, it is connected to Spirit Island by ancient ties between land and sky. Both the island and this connection are threatened by the Invaders, so if an eclipse has happened recently enough for it to be present in strength, it will resist.


Starting Cards


Sunelement.pngMoonelement.pngAirelement.png

SPEED RANGE TARGET LAND
Fasticon.png
1
Rangeicon.png
ANY
If no Dahanicon.png/Invaders are present: Remove 1 Blighticon.png.

If Invaders are present: they Build, then Ravage.

If Dahanicon.png are present: Add 1 Dahanicon.png. Push up to 2 Dahanicon.png.

You may Repeat this Power (once) on the same land by spending 1 Time.

Sunelement.pngMoonelement.png

SPEED RANGE TARGET LAND
Slowicon.png
No Range.png
No Range.png
Cost to Use: N Time, and Spirits jointly pay N Energy (where N = # of players).

Swap the top card of the Invader Deck with a card in the Invader discard that is within 1 Invader Stage of it.

(The discarded card stays face-down. The card going onto the deck turns face-down. You can't swap cards that don't exist.)

Moonelement.pngAirelement.pngWaterelement.png

SPEED RANGE TARGET LAND
Fasticon.png
No Range.png
YOURSELF
Cost to Use: 3 Time.

Move 1 of your Presenceicon.png to a different land with your Presenceicon.png.

On the board moved from: During the Invader Phase, Resolve Invader and "Each board / Each land..." Actions one fewer time.

On the board moved to: During the Invader Phase, Resolve Invader and "Each board / Each land..." Actions one more time.

Sunelement.pngAirelement.pngEarthelement.png

SPEED RANGE TARGET LAND
Fasticon.png
2
Rangeicon.png
ANY
Cost to Use: 1 Time.

Until the end of the Slowicon.png phase, target land and everything in it cease to exist for all purposes except checking victory/defeat.

(You cannot target into, out of, or through where the land was.)

This cannot target an Ocean even if Oceans are in play.







General Strategy

Unknown. This section will be updated with the release of Jagged Earth. Check back later!

What about its Unique Powers?

  • Unknown. This section will be updated with the release of Jagged Earth.

The specific effects:

  • Unknown. This section will be updated with the release of Jagged Earth.

Overall: Unknown. This section will be updated with the release of Jagged Earth.

Links to Guides

Sacredsiteicon.png Fractured Days Split the Sky/jyonker13’s Opening[1]

None available at the moment. Check back later!