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.


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.

0
1
SunNo MoonNo FireAirNo WaterNo EarthNo PlantAnimal
Impersonate Authority.png
SPEED
RANGE
TARGET LAND
Slow
1
Range
ANY
Add 1 Strife.
ArtistSymbol.png Joshua Wright
Jagged Earth complexity 3.png
1
1
No SunMoonFireAirNo WaterNo EarthNo PlantAnimal
Incite the Mob.png
SPEED
RANGE
TARGET LAND
Slow
1
Range
INVADERS
1 Invader with Strife deals Damage to other Invaders (not to each Invader).

1 Fear per Invader this Power Destroyed.
ArtistSymbol.png Joshua Wright
Jagged Earth complexity 3.png
1
1
No SunNo MoonFireAirNo WaterNo EarthNo PlantNo Animal
Overenthusiastic Arson.png
SPEED
RANGE
TARGET LAND
Fast
1
Range
ANY
Destroy 1 Town.

Discard the top card of the Minor Power Deck. If it provides Fire: 1 Fear, 2 Damage, and add 1 Blight.
ArtistSymbol.png Joshua Wright
Jagged Earth complexity 3.png
0
1
No SunMoonFireNo AirNo WaterNo EarthNo PlantAnimal
Unexpected Tigers.png
SPEED
RANGE
TARGET LAND
Slow
1
Range
ANY
1 Fear if Invaders are present.

If you can gather 1 Beasts, do so, then push 1 Explorer.
Otherwise, add 1 Beasts.
ArtistSymbol.png Joshua Wright
Jagged Earth complexity 3.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