Rising Heat of Stone and Sand

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[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 Townicon.png/Cityicon.png, 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 Explorericon.png 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.

1
1
SunNo MoonFireNo AirNo WaterEarthNo PlantAnimal
Call on Herders for Aid.png
SPEED
RANGE
TARGET LAND
Slow
2
Range
ANY
Gather up to 2 Dahan.

For each Dahan present, Push up to 1 Explorer/Town/Dahan.
ArtistSymbol.png Lucas Durham
0
1
SunNo MoonFireAirNo WaterNo EarthNo PlantNo Animal
Gift of Searing Heat.png
SPEED
RANGE
TARGET
Fast
No Range
ANOTHER Spirit
Target Spirit gains 2 Energy
Or

Target Spirit may pay 1 Energy to do 1 Damage in one of their lands.
ArtistSymbol.png Lucas Durham
1
1
No SunNo MoonFireAirNo WaterEarthNo PlantNo Animal
Stinging Sandstorm.png
SPEED
RANGE
TARGET LAND
Slow
1
Range
ANY
Gather up to 1 of your Presence.
1 Fear and 1 Damage.
(If this Power makes a Sacred Site, your Special Rule applies immediately, giving Invaders there -1 Health.)
ArtistSymbol.png Lucas Durham
2
1
No SunNo MoonFireAirNo WaterNo EarthNo PlantNo Animal
Sweltering Exhaustion.png
SPEED
RANGE
TARGET LAND
Fast
Sacred Site2
Range
ANY
1 Fear.

Skip up to 1 Ravage/Build Action.
ArtistSymbol.png Lucas Durham
[edit]
#1.
1
1
No SunMoonFireNo AirNo WaterNo EarthNo PlantNo Animal
Visions of Fiery Doom.png
SPEED
RANGE
TARGET LAND
Fast
0
Range
ANY
1 Fear.
Push 1 Explorer / Town.
IF YOU HAVE
2Fire:
+1 Fear.
ArtistSymbol.png Lucas Durham

#2.
1
1
SunNo MoonFireNo AirNo WaterEarthNo PlantNo Animal
Drought.png
SPEED
RANGE
TARGET LAND
Slow
1
Range
ANY
Destroy 3 Town.
1 Damage to each Town / City.
Add 1 Blight.
IF YOU HAVE
3Sun:
Destroy 1 City.
ArtistSymbol.png Nolan Nasser

#3.
1
1
SunNo MoonFireAirNo WaterNo EarthPlantNo Animal
Purifying Flame.png
SPEED
RANGE
TARGET LAND
Slow
Sacred Site1
Range
ANY
1 Damage per Blight.

If target land is Mountain/Sands, you may instead Remove 1 Blight.
ArtistSymbol.png Jorge Ramos

#4.
4
1
SunNo MoonNo FireNo AirNo WaterEarthNo PlantNo Animal
Indomitable Claim.png
SPEED
RANGE
TARGET LAND
Fast
1
Range
ANY
Add 1 Presence in target land even if you normally could not due to land type. Defend 20.
IF YOU HAVE
2Sun 3Earth:
3 Fear if Invaders are present.
Invaders skip all Actions in target land this turn.
ArtistSymbol.png Jorge Ramos

#5.
1
1
SunNo MoonNo FireNo AirWaterEarthNo PlantNo Animal
Encompassing Ward.png
SPEED
RANGE
TARGET
Fast
No Range
ANY Spirit
Target Spirit provides Defend 2 in each of its lands.
ArtistSymbol.png Jorge Ramos

#6.
6
1
No SunNo MoonFireAirNo WaterNo EarthNo PlantNo Animal
Talons of Lightning.png
SPEED
RANGE
TARGET LAND
Fast
1
Range
Mountain/Wetland
3 Fear.
5 Damage.
IF YOU HAVE
3Fire 3Air:
Destroy 1 Town in each adjacent land. Increase this Power's Range to Range 3 .
ArtistSymbol.png Nolan Nasser

#7.
0
1
No SunMoonFireAirNo WaterNo EarthNo PlantNo Animal
Land of Haunts and Embers.png
SPEED
RANGE
TARGET LAND
Fast
2
Range
ANY
2 Fear. Push up to 2 Explorer / Town.

If target land has Blight, +2 Fear. Push up to 2 more Explorer / Town.

Add 1 Blight.
ArtistSymbol.png Jorge Ramos

[edit]

Rulings for Rising Heat of Stone and Sand

Explorericon.png There are no rulings at this time. Explorericon.png