Spreading Rot Renews the Earth

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This Spirit is not an official Spirit; it is not sold as part of any expansion. This Spirit is an Apocrypha Spirit. Click here for more on what that means.

Click here to access the files for Print-and-Play.

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SETUP

Put 2 Presence and 1 Disease on your starting board, in the highest-numbered Wetland.

PLAY STYLE

A bit messy - wants to splatter Wilds/Disease everywhere but they get removed by Invader Actions, and wants to stockpile Rot but doesn't keep all that well.
Gains and spends/loses Rot in a lot of ways - paying close attention results in an intricate and finicky stockpile-management game, playing more fast-and-loose works but incurs some inefficiency and missed opportunities; pick your style.

COMPLEXITY

HIGH

GROWTH (PICK TWO)

Reclaim Cards
Energy Plus 1.png
Gain 1 Energy
+ Presenceicon.png

2
Range

Add a Presence; Gain 1 Rot if added to Jungle/Wetland
Gaincardicon.png
Gain Power Card
Cost: Forget a
Power Card
from Discard
Gain Power Card
Gain 2 Rot.png
Gain 2 Rot
Gain Moon, Water, Earth, and Plant
PRESENCE
Energy 2.png

Energy/Turn

Gain 1 Rot, Water
Energy 3.png

3

Gain 1 Rot, Plant

Gain 1 Rot, Earth
Energy 4.png

4
Cardplay1.png

Card Plays
Cardplay2.png

2
Gain 1 Rot.png

Gain 1 Rot
Cardplay3.png

3
Moonelement.png

Moon
Cardplay4.png

4
Fivereclaimone.png

5 and Reclaim One

SPECIAL RULES

SLOW CYCLE OF DEATH AND REBIRTH
You have a resource called Rot. Use spare Wilds/Disease to track it.

During Time Passes, lose half of your Rot (round up) and gain Energy equal to half the Rot you lost (round up).[1]

BODIES FEED THE EARTH
After Invaders/Dahan/Beasts are destroyed in your lands, Gain 1 Rot. (For this rule, treat removing Beasts as destroying them.)

SETTLEMENTS CRUMBLE WITH DECAY AND PLAGUE
In your lands with Wilds/Disease, Invaders and Dahan have -1 Health (min 1).

NOURISH LICHEN, VINES AND TREES
SPEED
RANGE
TARGET LAND
Slow
1
Range
ANY
1 Moon 1 Water 2 Plant Gain Gain 1 Rot.png per Moon (max 4).
1 Earth 2 Plant Pay 3 Rot.png Cost: If no Town/City are present, Remove 1 Blight.
3 Plant Pay 1 Rot.png Cost: Add 1 Wilds.
2 Water 2 Earth 4 Plant Remove 1 Blight.
SPREAD CHOKING DEATH
SPEED
RANGE
TARGET LAND
Slow
1
Range
Wilds / Disease
2 Moon 3 Water 1 Animal Pay 2 Rot.png Cost: Add 1 Disease.
1 Moon 3 Water 1 Plant 1 Damage. Push 2 Dahan.
1 Moon 2 Water 1 Fear.
2 Water Push up to 3 Wilds/Disease.
4 Water 3 Plant Pay 4 Rot.png Cost: Repeat this Power.

SUMMARY OF POWERS

 
         
         
         
         
         
Offense Control Fear Defense Utility
 
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Spreading Rot Renews the Earth.png

From the Spirit Panel

Upon death, wood and flesh alike decay and return to the land, leading to further life and part of the natural cycle of renewal and fertility. The remains of a single tree will feed a myriad of mosses, molds, and fungi; the body of one large animal makes a banquet for insects and - indirectly - the soil.

Spreading Rot Renews the Earth is one of countless Spirits which partake of this cycle. However, it's somewhat more aggressive than most about acquiring nutrients for the earth and building up massive mats of choking fungus. The Dahan appreciate its place in nature, but try to keep their distance from where it's most active. The Invaders are not so lucky.
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Important note: If playing as Spreading Rot Renews the Earth, you start the game with these Unique Power Cards in your hand.

0
1
SunMoonNo FireNo AirWaterNo EarthPlantNo Animal
Card art placeholder.png
SPEED
RANGE
TARGET
Slow
No Range
ANOTHER Spirit
Target Spirit gains 1 Energy. You gain 2 Rot.
Target Spirit may pay 1 Energy to add up to 2 Destroyed Presence to their JUNGLE/WETLAND. You may do likewise.
ArtistSymbol.png Unknown
2
1
No SunNo MoonFireNo AirNo WaterNo EarthPlantAnimal
Card art placeholder.png
SPEED
RANGE
TARGET LAND
Slow
1
Range
ANY
Add 1 Disease.
Or

1 Damage. If Disease is present, +1 Damage.

You may pay 5 Rot to do both and generate 1 FEAR.
ArtistSymbol.png Unknown
1
1
No SunNo MoonNo FireNo AirWaterEarthPlantNo Animal
Card art placeholder.png
SPEED
RANGE
TARGET LAND
Fast
Sacred Site1
Range
ANY
Defend 3.
Or

Gain 2 Rot, +1 per Invader/Dahan. (Max of 7 Rot gained.)

During Time Passes, you may pay 2 Rot to Reclaim this card instead of discarding it.
ArtistSymbol.png Unknown
1
1
No SunMoonNo FireNo AirWaterEarthNo PlantAnimal
Card art placeholder.png
SPEED
RANGE
TARGET LAND
Fast
Sacred Site1
Range
ANY
After the next time Invaders are Destroyed:

Add 1 Wilds or Remove 1 BLIGHT.
You may pay 3 Rot to do both and generate 1 FEAR.
ArtistSymbol.png Unknown






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General Strategy

Links to Guides

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None available at the moment. Check back later!

Rulings for Spreading Rot Renews the Earth

Explorer There are no rulings at this time. Explorer

Notes

  1. Eric Reuss: On reflection, both Rot loss and Energy gain would probably be better as (round down) rather than (round up) - slightly less Energy income (especially early game), slightly better Rot stockpiling.