SETUP
Put 1 and 1 on your starting board in the highest-numbered Jungle.
PLAY STYLE
A slowly growing wall - expanding can sometimes be difficult, but the Invaders will have an equally difficult time penetrating wherever the Keeper plants itself. In larger games, it may be useful to spread to one of the two far-distant lands early on, to have multiple points from which to slowly grow.
COMPLEXITY
Keeper of the Forbidden Wilds Official FAQ Entries
SPECIAL RULES
FORBIDDEN GROUNDAfter you create a , Push all from that land. Dahan Events never move to your , but Powers can do so.
SUMMARY OF POWERS
Spread throughout Spirit Island are pockets of deep wilderness, untouched by human hands. A few have a spirit of sanctity about them. The leaves there whisper words of forbiddance, of warnings, of wrath for those who trespass. The Dahan know how to listen, and stay well away.
A few spirit-seekers claim that these wild-spirits (powerful as they are) are merely custodians and wardens for other more powerful, spirits of ancient trees and deep roots who wake neither frequently nor easily. Nobody much cares to test the truth of the matter.
What do we see?
How about its Unique Powers?
A few broad trends:
Specific Powers:
Overall: Keeper of the Forbidden Wilds is very mobility-limited at first, as it has a hard time adding Wilds at further than Range 1. However, it's exceptionally good at defending its turf: Wilds prevents Exploring, and its damaging powers can hammer those Invaders that sneak past (or are Pushed in). Keeper's choices about where to plant itself very much shape the strategic flow of the game: will it stake out its home board, form a wall to isolate one part of the island, occupy the center, or split into two main enclaves for more versatility? Later on, it can spread more readily (as it becomes able to range-boost Spreading Wilds), and if given the time to reach the higher reaches of its Energy track can shower down multiple Major Powers per turn without missing a beat.
Keeper of the Forbidden Wilds/Antistone's Opening[1]
Keeper of the Forbidden Wilds/Phantaskippy's Guide[2]
Your may also count as . (Choose for each Action.)
Energy numbers on your top track are halved (round up).
Your rightmost (4th) Growth option is replaced with:
Gain Fire — Move a Presence 1 — Move a Presence 1 — 1 Damage at Range 0
(This option does not have an Energy cost.)
There are no rulings at this time.