Grinning Trickster Stirs Up Trouble

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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 2 Presenceicon.png on your starting board: 1 in the highest-numbered land with Dahanicon.png, 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 benefitrs from not working too hard, instead improving its capacity for mischief - adding Presenceicon.png and gaining Power Cards in particular. Free Energy from Let's See What Will Happen can also be helpful, so it doesn't need to focus as much on gaining it elsewhere.

COMPLEXITY

MODERATE

GROWTH (PICK TWO)
Reclaimall.png
Reclaim Cards
+ Presenceicon.png

1
Moveicon.png

Move Presence
+ Presenceicon.png

2
Rangeicon.png

Add Presence
Gaincardicon.png
Gain Power Card
Energy 1.png per card play
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
Cardplay3.png

3
Cardplay3.png

3
Cardplay4.png

4
Airenergy.png

Air
Cardplay5.png

5


SPECIAL RULES

A REAL FLAIR FOR DISCORD

After one of your Powers adds Strifeicon.png in a land, you may pay 1 Energy to also add 1 Strifeicon.png within 1
Rangeicon.png
of that land.

CLEANING UP MESSES IS A DRAG

After one of your powers removes Blighticon.png, destroy 1 of your Presenceicon.png. Ignore this rule for Let's See What Happens.

LET'S SEE WHAT HAPPENS

SPEED RANGE TARGET LAND
Fasticon.png
1
Rangeicon.png
INVADERS

1 Moonelement.png 1 Fireelement.png 2 Airelement.png 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/a card in play. Its effects are treated as performed by this Power, as if its text was copied here.)

2 Moonelement.png 1 Fireelement.png 2 Airelement.png 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
Fasticon.png
0
Rangeicon.png
INVADERS

3 Moonelement.png This Power may be Slowicon.png.

3 Airelement.png Add 1 Strifeicon.png.

3 Sunelement.png OR 3 Fireelement.png 1 Invader and 1 Dahanicon.png deal Damage to each other.

3 Animalelement.png If target land has Beasticon.png, 2 Damage. Otherwise, you may Gather 1 Beasticon.png.


SUMMARY OF POWERS

 
         
         
         
         
         
Offense Control Fear Defense Utility
 



Lore

From the Playmat

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…)


Starting Cards


Sunelement.pngAirelement.pngAnimalelement.png

SPEED RANGE TARGET LAND
Slowicon.png
1
Rangeicon.png
ANY
Add 1 Strifeicon.png.

Moonelement.pngFireelement.pngAirelement.pngAnimalelement.png

SPEED RANGE TARGET LAND
Slowicon.png
1
Rangeicon.png
ANY
1 Invader with Strifeicon.png deals Damage to other Invaders.
1 Fearicon.png per Invader destroyed.

Fireelement.pngAirelement.png

SPEED RANGE TARGET LAND
Fasticon.png
1
Rangeicon.png
ANY
Destroy 1 Townicon.png.
Discard the top card of the Minor Power deck. If it provides Fireelement.png:
1 Fearicon.png. 2 Damage. Add 1 Blighticon.png.

Moonelement.pngFireelement.pngAnimalelement.png

SPEED RANGE TARGET LAND
Slowicon.png
1
Rangeicon.png
ANY
1 Fearicon.png if Invaders are present.
If you can Gather 1 Beasticon.png, do so, then push 1 . Otherwise, add 1 Beasticon.png.







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