Grinning Trickster Stirs Up Trouble

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SETUP

Put 2 Presence on your starting board: 1 in the highest-numbered land with Dahan, and 1 in land #4.

PLAY STYLE

Requires some comfort with risk: both Overenthusiastic Arson and Let's See What Will Happen involve uncertainty about how the Fast Powers phase will pan out.

Can be effective from the get-go, but benefits greatly from not working too hard, instead improving its capacity for mischief by adding Presence and gaining Power Cards. Bonus Energy from Let's See What Will Happen can be extremely helpful in avoiding the distraction of gaining Energy elsewhere.

COMPLEXITY

MODERATE

GROWTH (PICK TWO)

Reclaim All
Presenceicon.png

1
Move

Move a Presence
+ Presenceicon.png

2
Range

Add a Presence
Gaincardicon.png
Gain Power Card
Energy Gain 1 Per Card Play.png
Gain Energy equal to Card Plays[1]
PRESENCE
Energy 1.png

Energy/Turn
Moonenergy.png

Moon
Energy 2.png

2
Anyenergy.png

Any
Fireenergy.png

Fire
Energy 3.png

3
Cardplay2.png

Card Plays
Pushdahanicon.png

Push 1 Dahan from 1 of your lands
Cardplay3.png

3
Cardplay3.png

3
Cardplay4.png

4
Airelement.png

Air
Cardplay5.png

5

SPECIAL RULES

A REAL FLAIR FOR DISCORD

After one of your Powers adds Strife in a land, you may pay 1 Energy to add 1 Strife within 1
Range
of that land.

CLEANING UP MESSES IS A DRAG

After one of your Powers Removes Blight, Destroy 1 of your Presence. Ignore this rule for Let's See What Happens.

LET'S SEE WHAT HAPPENS
SPEED
RANGE
TARGET LAND
Fast
1
Range
INVADERS
1 Moon 1 Fire 2 Air Discard Minor Powers from the deck until you get one that targets a land. Use its text effects on target land immediately, ignoring normal Range/Targeting restrictions. All "up to" instructions must be used at max. value. Treat all "OR"s as "AND"s.
(It is not considered a card of yours or a card in play. Its effects are treated as performed by this Power, as if its text were copied here.)
2 Moon 1 Fire 2 Air You may Forget a Power Card to gain the just-used Power Card (to hand) and 1 Energy.
WHY DON'T YOU AND THEM FIGHT
SPEED
RANGE
TARGET LAND
Fast
0
Range
INVADERS
3 Moon This Power may be Slow.
3 Air Add 1 Strife.
3 Sun OR 3 Fire 1 Invader and 1 Dahan deal Damage to each other.
3 Animal If target land has Beasts, 2 Damage. Otherwise, you may Gather 1 Beasts.

SUMMARY OF POWERS

 
         
         
         
         
         
Offense Control Fear Defense Utility
 
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Grinning Trickster Stirs Up Trouble.png

From the Spirit Panel

There are many trickster Spirits, but this one is the most infamous due to its part in instigating the Second Great Reckoning between the Dahan and the Spirits. It wears any form it pleases - perhaps a tree, perhaps a canoe, perhaps a prominent clan-chief - but can always be distinguished by its multitude of eyes, though they may be subtle or concealed.

Despite its knack for stirring up trouble, it's neither unfriendly nor motivated by malice - it just has a driving curiosity to see what will happen when it messes around with things. Of course, this may involve putting Spirits, people, and animals alike into suddenly precarious situations, so the Dahan appreciate its shenanigans best at a healthy distance.

Design Lore

Trickery, misdirection, and curiosity are all common in nature, and so there are Spirits which partake of those things to a greater or lesser extent. The urge to try things for onesself and a “let’s poke the anthill and see what will happen!” attitude also exist in nature... and are particularly prevalent among humans. The being now known as Grinning Trickster Stirs Up Trouble was one of those Spirits who found the arrival of the Dahan fascinating, and over many centuries its nature has shifted somewhat in response.

It’s generally friendly, and fairly congenial - but even in the days before it became infamous, the Dahan learned that “friendly” was no guarantee that it wouldn’t, say, hide a tiger inside your house. Not out of any malice, but because it would be fun to see how the whole ridiculous (and incidentally deadly) situation would unfold.

It became infamous by touching off the Second Reckoning, the second great clash between Dahan and Spirits. It did this by telling the absolute truth in the worst manner possible, throwing the (admittedly already tense) situation straight into outright conflict. (Nobody is quite sure whether it intended such a huge blow-up; it claims not to remember.)

It’s been involved in all sorts of adventures and misadventures since - its life is nothing if not eventful - but nothing quite so large-scale as the arrival of the Invaders! (Well, except for that time with the cave? And maybe that other thing with the Sky Serpent. Or…)
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Important note: If playing as Grinning Trickster Stirs Up Trouble, you start the game with these Unique Power Cards in your hand.

Impersonate Authority (je).png
Incite the Mob (je).png
Overenthusiastic Arson (je).png
Unexpected Tigers (je).png


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Spirit Spotlight


Rulings for Grinning Trickster Stirs Up Trouble

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

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