Sun-Bright Whirlwind

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[edit]

SETUP

Put 3 Presence on your starting board: 1 in the highest-numbered Sands, 2 in the lowest-numbered Mountain.

PLAY STYLE

Incredibly good at handling Explorericon.png, clearing newly-Explored lands of Invaders so they don't Build there. Not nearly so good at dealing with Townicon.png/Cityicon.png.

Can focus on Energy and largely forego its Innate Power, focus on Plays to aim for mid-to-high Innate thresholds, or strike a more balanced path. Adds at most 1 Presence per turn, so there won't be time to do it all.

COMPLEXITY

LOW

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

1
Range

Add a Presence
Energy Plus 4.png
Gain 4 Energy
Gaincardicon.png
Gain Power Card
+ Presenceicon.png

4
Range

Add a Presence
PRESENCE
Energy 1.png

Energy/Turn
Energy 2.png

2
Sunenergy.png

Sun
Energy 3.png

3

4, Air
Energy 6.png

6
Cardplay1.png

Card Plays
Cardplay2.png

2
Cardplay3.png

3
Airelement.png

Air
Cardplay4.png

4

5, Sun

SPECIAL RULES

A STIFF WIND AT THEIR BACKS After you Add Presence during Growth, Push up to 1 Explorericon.png/Dahan from that land.

(Let other players know this is due to your Special Rule, so they know you're still in the Spirit Phase and not using a Fasticon.png power.)

VIOLENT WINDSTORMS
SPEED
RANGE
TARGET LAND
Slow
1
Range
ANY
1 Sun 2 Air Push up to 1 Explorericon.png.
2 Sun 3 Air 1 Fear. Push up to 2 Explorericon.png/Townicon.png.
2 Sun 4 Air For each Invader Pushed by this Power, 1 Damage in the land it was Pushed to.
3 Sun 5 Air 4 Damage (in target land).

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


SUMMARY OF POWERS

 
         
         
         
         
         
Offense Control Fear Defense Utility
 
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Sun-Bright Whirlwind.png

From the Spirit Panel

Sun-Bright Whirlwind is a Spirit of sun-warmed and gusting air. It spins leaves and dust into miniature cyclones, playfully snatches at small unsecured objects, and sometimes - when joyful, or upset, or full of the vigor of nature - howls across the island, bending trees and abrading the landscape with pebbles, twigs, shells, and the occasional bird nest.

Some Dahan take its appearance as a good sign for travel, and others have tried asking it to help bring messages to those far away - with mixed success, as it tends to lightly prank the recipients by mixing the messages' words all about.

Design Lore

Sun-Bright Whirlwind is all about control and thrives with utility Powers, enabling fellow Spirits to reach new heights.

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Important note: If playing as Sun-Bright Whirlwind, you start the game with these Unique Power Cards in your hand.

0
1
SunNo MoonFireAirNo WaterNo EarthNo PlantNo Animal
Gift of the Sunlit Air.png
SPEED
RANGE
TARGET
Fast
No Range
ANY Spirit
Target Spirit gets Range Plus 1 with all their Powers.

If you target another Spirit, they gain 1 Energy.
ArtistSymbol.png Lucas Durham
1
1
SunNo MoonNo FireAirNo WaterNo EarthNo PlantAnimal
Gift of Wind-Sped Steps.png
SPEED
RANGE
TARGET
Fast
No Range
ANY Spirit
Target Spirit may make 1 Power which says "Push" or "Gather" Fast (for this turn).

If you target another Spirit, they gain 1 Energy.
ArtistSymbol.png Lucas Durham
1
1
No SunNo MoonFireAirWaterNo EarthNo PlantNo Animal
Scatter to the Winds.png
SPEED
RANGE
TARGET LAND
Slow
2
Range
ANY
Choose up to 5 Explorer/Town/Dahan. Push them to as many different lands as possible.
ArtistSymbol.png Lucas Durham
2
1
SunNo MoonNo FireAirNo WaterNo EarthPlantNo Animal
Tempest of Leaves and Branches.png
SPEED
RANGE
TARGET LAND
Fast
Sacred Site1
Range
ANY
Choose up to 5 different Invaders (in target land).

1 Damage to each of them.
ArtistSymbol.png Lucas Durham
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#1.
0
1
SunNo MoonFireNo AirNo WaterNo EarthPlantNo Animal
Gift of Living Energy.png
SPEED
RANGE
TARGET
Fast
No Range
ANY Spirit
Target Spirit gains 1 Energy, +1 Energy if target Spirit is not yourself.

If you have at least 2 Sacred Site, target Spirit gains +1 Energy.
ArtistSymbol.png Nolan Nasser

#2.
1
1
No SunNo MoonNo FireNo AirNo WaterNo EarthNo PlantNo Animal
Elemental Boon.png
SPEED
RANGE
TARGET
Fast
No Range
ANY Spirit
Target Spirit gains 3 different Elements of their choice.

If you target another Spirit, you also gain the chosen Elements.
ArtistSymbol.png Moro Rogers

#3.
0
1
SunNo MoonNo FireAirWaterNo EarthNo PlantNo Animal
Reaching Grasp.png
SPEED
RANGE
TARGET
Fast
No Range
ANY Spirit
Target Spirit gets Range Plus 2 with all their Powers.
ArtistSymbol.png Nolan Nasser

#4.
3
1
SunNo MoonFireAirNo WaterNo EarthNo PlantNo Animal
Powerstorm.png
SPEED
RANGE
TARGET
Fast
No Range
ANY Spirit
Target Spirit gains 3 Energy.
Once this turn, target may Repeat a Power Card by paying its cost again.
IF YOU HAVE
2Sun 2Fire 3Air:
Target may Repeat up to 2 more Power Cards by paying their costs.
ArtistSymbol.png Nolan Nasser

#5.
0
1
SunNo MoonNo FireAirNo WaterNo EarthPlantNo Animal
Enticing Splendor.png
SPEED
RANGE
TARGET LAND
Fast
0
Range
No Blight
Gather 1 Explorer / Town.
Or

Gather up to 2 Dahan.
ArtistSymbol.png Joshua Wright

#6.
3
1
SunNo MoonNo FireAirNo WaterNo EarthNo PlantAnimal
Wrap in Wings of Sunlight.png
SPEED
RANGE
TARGET LAND
Fast
0
Range
ANY
Move up to 5 Dahan from target land to any land. Defend 5 in that land.
IF YOU HAVE
2Sun 2Air 2Animal:
First, Gather up to 3 Dahan.
ArtistSymbol.png Loic Belliau

#7.
0
1
SunNo MoonNo FireAirNo WaterNo EarthNo PlantAnimal
Call to Isolation.png
SPEED
RANGE
TARGET LAND
Fast
1
Range
Dahan
Push 1 Explorer / Town per Dahan.
Or

Push 1 Dahan.
ArtistSymbol.png Graham Stermberg

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Spirit Spotlight


Rulings for Sun-Bright Whirlwind

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