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 Presenceicon.png and 1 Diseaseicon.png on your starting board, in the highest-numbered Wetland.

PLAY STYLE

A bit messy - wants to splatter Wildsicon.png/Diseaseicon.png 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
Rangeicon.png

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 Wildsicon.png/Diseaseicon.png 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/Dahanicon.png/{{{width}}}px are destroyed in your lands, Gain 1 Rot. (For this rule, treat removing {{{width}}}px as destroying them.)

SETTLEMENTS CRUMBLE WITH DECAY AND PLAGUE
In your lands with Wildsicon.png/Diseaseicon.png, Invaders and Dahanicon.png have -1 Health (min 1).

NOURISH LICHEN, VINES AND TREES

SPEED RANGE TARGET LAND
Slowicon.png 1
Rangeicon.png
ANY

1 Simple moon.png 1 Simple water.png 2 Simple plant.png Gain Gain 1 Rot.png per Simple moon.png (max 4).
1 Simple earth.png 2 Simple plant.png Pay 3 Rot.png Cost: If no Townicon.png/Cityicon.png are present, Remove 1 Blighticon.png.
3 Simple plant.png Pay 1 Rot.png Cost: Add 1 Wildsicon.png.
2 Simple water.png 2 Simple earth.png 4 Simple plant.png Remove 1 Blighticon.png.

SPREAD CHOKING DEATH

SPEED RANGE TARGET LAND
Slowicon.png 1
Rangeicon.png
Wildsicon.png / Diseaseicon.png

2 Simple moon.png 3 Simple water.png 1 Simple animal.png Pay 2 Rot.png Cost: Add 1 Diseaseicon.png.
1 Simple moon.png 3 Simple water.png 1 Simple plant.png 1 Damage. Push 2 Dahanicon.png.
1 Simple moon.png 2 Simple water.png 1 Fearicon.png.
2 Simple water.png Push up to 3 Wildsicon.png/Diseaseicon.png.
4 Simple water.png 3 Simple plant.png 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 Playmat

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
Esun.pngSimple moon.pngSimple fire.pngEair.pngSimple water.pngSimple earth.pngSimple plant.pngSimple animal.png
Card art placeholder.png
Slowicon.png
No Range.png
ANY Spiriticon.png
Target Spirit gains 1 Energy. You gain 2 Rot.
Target Spirit may pay 1 Energy to add up to 2 Destroyed Presenceicon.png to their Jungle.png/Wetlandland.png. You may do likewise.
ArtistSymbol.png Unknown
1
1
Simple sun.pngSimple moon.pngEfire.pngSimple air.pngSimple water.pngSimple earth.pngEplant.pngEanimal.png
Card art placeholder.png
Slowicon.png
1
Rangeicon.png
ANY
Add 1 Diseaseicon.png.
OR Curly.png or OR Curly.png
1 Damage. If Diseaseicon.png is present, +1 Damage.

You may pay 5 Rot to do both and generate 1 Fearicon.png.
ArtistSymbol.png Unknown
1
1
Simple sun.pngSimple moon.pngSimple fire.pngSimple air.pngEwater.pngEearth.pngEplant.pngSimple animal.png
Card art placeholder.png
Fasticon.png
Sacredsiteicon.png
1
Rangeicon.png
ANY
Defend 3.
OR Curly.png or OR Curly.png
Gain 2 Rot, +1 per Invader/Dahanicon.png. (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
Simple sun.pngEmoon.pngSimple fire.pngSimple air.pngEwater.pngEearth.pngSimple plant.pngEanimal.png
Card art placeholder.png
Fasticon.png
Sacredsiteicon.png
1
Rangeicon.png
ANY
After the next time Invaders are Destroyed:

Add 1 Wildsicon.png or Remove 1 Blighticon.png.
You may pay 3 Rot to do both and generate 1 Fearicon.png.
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

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

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.