SETUP
Put 3 and 2 on your starting board in the highest-numbered Sands. ( comes from the box, not the Blight Card)
PLAY STYLE
Starts with good offense and gets better from there, but lays down Blight as it grows. The smaller the game, the more restraint is needed to prevent tipping the island over into being completely Blighted. The Wildfire can heal the land where it is, but may benefit from other Blight removal Powers so it can add Presence to problem lands without triggering Blight cascade. Removing Blight from its own lands limits its "Firestorm" innate power, however.In the Reprint, the complexity was changed from Moderate to High
COMPLEXITY
Heart of the Wildfire Official FAQ Entries
SPECIAL RULES
BLAZING PRESENCE
Post-Setup, after your is added/moved, in the land it goes to:
If you add multiple into a land at the same time, only do the above effects once.
DESTRUCTIVE NATURE
added due to Spirit effects (Powers, Special Rules, Scenario-based Rituals, etc) does not destroy your . (This includes cascades.)
SUMMARY OF POWERS
A spirit of natural destruction... and renewal after destruction, though those whose lands have been scoured by flame don't usually much appreciate the latter. Thrives near human habitations, glorying in their fires and sparks, but has existed on the island since long before the Dahan arrived, a child of the Volcano and the Green.
The Wildfire is a long-standing friend of the Dahan: the early slash-and-burn agriculture which turned most Spirits against them gave it the best decades it had had in centuries. It later supported the Dahan during the Second Reckoning, backing their threats of reprisal. It doesn't interact with the Dahan often these years, but spares their villages as best it can, and fights the Invaders in large part for them.
Burning, blazing, rising, consuming - Heart of the Wildfire is quite fond of humans, in a general sense: they keep hearths and use fire as a tool all the time, and those sparks give birth to so many lovely conflagrations! It is the nature of Spirits to be true to what they are, so even though Wildfire knows on some level that too much fire is bad for the land, it just doesn't think about that aspect of things very much. It is also, after all, a spirit of renewal after the blaze, so it implicitly assumes that everything will regrow eventually. (Its strong ties to A Spread of Rampant Green probably contribute to this point of view.)
Heart of the Wildfire is a high-complexity spirit. It has excellent offensive power, but its fires bring Blight to the land - and require some of that Blight to stay out in order for several of its offensive powers to work. In smaller games, it will have to be careful to avoid tainting the land (or outright losing), as the Blight it brings can be a substantial fraction of the available pool. In larger games, it'll have more leeway on Blight, but will face the problem of dilution: either the lands it sets up as deathtraps will be much sparser, or it'll concentrated be over in one corner and won't be able to help much in other portions of the board.
The specific effects:
Heart of the Wildfire/jyonker13's Opening[1]
Heart of the Wildfire/GTG Strategy Discussion[2]
When your Actions would Destroy (including by Damage), instead:2 . Replace that with 1 and 1 . Push both Invaders.
When your Actions would Destroy (including by Damage), instead:1 . Replace that with 2 . Push both Invaders.
There are no rulings at this time.