Rising Heat of Stone and Sand

From Spirit Island Wiki
Jump to navigation Jump to search


[edit]

SETUP

Put 2 Presence on your starting board, in the highest-numbered Sands.

You start with your 4 Unique Power Cards and 0 Energy.

PLAY STYLE

Weaken-and-Destroy. Likes having Sacred Site where there's Town/City, as it makes all Spirits' Damage more effective there.

Has an easier time setting up Sacred Site in Sands and Mountains, but can do so in any terrain with a bit more time.

COMPLEXITY

LOW

GROWTH (PICK ONE)
Reclaimall.png
Reclaim Cards
Gaincardicon.png
Gain Power Card
Energy Plus 1.png
Gain 1 Energy
+ Presenceicon.png
Mountainsand.png
3
Range

Add a Presence to Sands or Mountain
+ Presenceicon.png
Mountainsand.png
3
Range

Add a Presence to Sands or Mountain
Gaincardicon.png
Gain Power Card
+ Presenceicon.png

1
Range

Add a Presence
Energy Plus 2.png
Gain 2 Energy
PRESENCE
Energy 1.png

Energy/Turn
Earthenergy.png

Earth
Energy 2.png

2
Energy 3.png

3
Fireenergy.png

Fire
Energy 4.png

4
Energy 5.png

5
Cardplay1.png

Card Plays
Cardplay2.png

2
Cardplay2.png

2
Cardplay3.png

3
Cardplay4.png

4

5, Fire

SPECIAL RULES

BLISTERING HEAT

At your Sacred Site, Invaders have -1 Health (min. 1).

SCORCH WITH WAVES OF HEAT
SPEED
RANGE
TARGET LAND
Slow
Sacred Site1
Range
ANY
2 Fire 2 Air 2 Damage to Explorer only.
3 Fire 2 Earth 2 Damage.
4 Fire 1 Air 3 Earth 2 Damage.
5 Fire 2 Air 3 Earth 1 Damage to each Invader.

(Innate Powers perform all thresholds reached, in order, on the same target land.)


SUMMARY OF POWERS

 
         
         
         
         
         
Offense Control Fear Defense Utility
 
[edit]
Rising Heat of Stone and Sand.png

From the Spirit Panel

Dahan herders are very familiar with Rising Heat of Stone and Sand: the signs of its presence are passed down from generation to generation, so it can be acknowledged and thanked for safe passage across its scorching domain. Even after centuries, the Spirit remains a bit unclear on why living things get so unhappy about fatal desiccation, but the Dahan make such pleasant patterns across its sands that it's happy to forbear.

It is mostly found in sandy and rocky lands with sparse vegetation, but may also reside in volcanic areas, or even stretches of gravel or sand amidst wetter climates, radiating an intense and unusual heat all around.
[edit]
Important note: If playing as Rising Heat of Stone and Sand, you start the game with these Unique Power Cards in your hand.

Call on Herders for Aid (hosi).png
Gift of Searing Heat (hosi).png
Stinging Sandstorm (hosi).png
Sweltering Exhaustion (hosi).png
[edit]
#1.
Visions of Fiery Doom (hosi).pngVisions of Fiery Doom (base).png

#2.
Drought (hosi).png

#3.
Purifying Flame (base).pngPurifying Flame (hosi).png

#4.
Indomitable Claim (hosi).pngIndomitable Claim (base).png

#5.
Encompassing Ward (hosi).png

#6.
Talons of Lightning (hosi).png

#7.
Land of Haunts and Embers (hosi).pngLand of Haunts and Embers (base).png

[edit]
[edit]

Spirit Spotlight


Rulings for Rising Heat of Stone and Sand

Explorer There are no rulings at this time. Explorer