Powers Long Forgotten

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Scenario: Powers Long Forgotten
Difficulty: 1*
There are sources of power on the Island best left undisturbed, their locations deliberately hidden and forgotten. Even with the current threat of the Invaders you would leave them be - except that the Invaders seem to be aware of their existence and are hunting for them!

THIS SCENARIO IS NOTABLY EASIER

  • ...for spirits with good Dahan movement (e.g., Thunderspeaker)


RULE CHANGES
  • Whenever a land has 3 Dahan or more in it, the players search it.
  • Whenever a land has 2 Invaders or more, the Invaders search it.
  • Exception: If playing against French Plantation Colony, it instead takes 3 Invaders or more to search.
  • When a land is searched, turn its Scenario token face-up. If it does not have a number, discard it. If it does have a number, something has been found!
    • Consult the reverse side of this card for what it does.
    • Put the token above the appropriate column to show which side discovered it, unless the description indicates it should stay in the land where it was found.
  • When you find a source of power, you may choose to hold off on using its ability. If you are playing with scoring, you score +2 points for each one you find but never use.
SETUP CHANGES
  • Mix up (face-down) Scenario Markers numbered 1-8. Take one, plus another one per player,[1] without looking at them.
  • Take 3 non-numbered Scenario Markers per player, less one.[1][2]
  • Shuffle them all together, and put 4 face-down on each board, in lands without Dahan


# INVADER BENEFIT SPIRIT BENEFIT
1 A Lizard's scale, perpetually burning Powers granting Fire don't Damage/Destroy Invaders unless the Spirit spends an additional Energy. (Per Power) Damage-dealing Powers granting Fire do +1 Damage. (Total bonus per power)
2 A loop of twisted bronze set with deep red stones For purposes of Explore and Build, Invaders in any Sands are considered to be in all Sands Spirits may shift their Presence from a Sands to another at any time
3 An enormous jagged tooth, dripping water. Whenever Invaders Explore into Wetland, they immediately Build there. Each Spirit gains +2 Energy during any Spirit Phase that they do not Reclaim any cards.
4 A rib-bone crusted with unmelting ice Next Turn: Spirits only get 1 Card Play. During the next normal Ravage: Invaders do -3 Damage per land.
5 A fist-sized ember, glowing steadily Whenever a Townicon.png / Cityicon.png is added to a Jungle or Wetland without Townicon.png / Cityicon.png, also add 1 Blight Spirits do not need to Forget when gaining a Major Power
6 A rope woven out of the wind Powers do not Gather/Push Invaders unless the Spirit spends an extra Energy (Per Power) All Powers have +1
Range
7 A spear-like pillar of sunlight, too hot to approach Now: On each board, in the land with the most Townicon.png / Cityicon.png (minimum 1): Destroy all Dahan and spirit tokens. Add 1 Blight Now: Earn 2 Fear Cards. Invaders in 1 Land take 2 Damage per Dahan there.
8 A leather sack with its mouth sewn shut Leave the token in the land where it was found. This land cannot be targeted by Powers for the rest of the game. Now: Chose 1 land. Remove everything in it from the game.


[edit]

Any strategy tips. (Wiki Text Acceptable).


Notes

  1. 1.0 1.1 If playing with an extra board(s), make the "per player" setup instructions "per board" instead. (So you have enough tokens for all the boards, if playing on balanced.) https://querki.net/u/darker/spirit-island-faq/#!.9v5kfof
  2. E.g., you'll have 2 non-numbered Scenario Markers for one player, 5 non-numbered Scenario Markers for two players, 8 non-numbered Scenario Markers for three players, etc.