Template:Eventcard

From Spirit Island Wiki
Jump to navigation Jump to search
STAGES I + II
Small Uprising
On Each Board: Add Strife to 1 Town. After finishing the Event Card, draw another one, then return this card to the Event Deck as per Setup.
STAGE III
Rebellion
On Each Board: Destroy 1 Town. Add Strife to any 2 Town/City. Then, every Invader takes 1 Damage per Strife it has. After finishing this Event Card, draw another one. This card is discarded.
DahanEventIcon.png
Aid the Uprising:
Invaders with Strife take 1 Damage per Dahan present. Add 1 Dahan per Town/City this destroys.

Rulings for Slave Rebellion

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

STAGE I
Wave of Reconnaissance
Expansion.png
When Exploring: Add 1 additional Explorer to each land Explored.
STAGES II + III
Urbanization
In each land with at least 2 Town, replace half the Town (rounding up) with City.
DiseaseStrifeEventIcon.png
Stricken:
Invaders do not Ravage in lands with Disease/Strife.
DahanEventIcon.png
Retreat:
On Each Board: Push 2 Dahan from a land with City to a land without City.

Rulings for Wave of Reconnaissance

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

STAGE I + II
Mapmakers Chart the Wild
Jagged Earth complexity 3.png
Ignore Wilds during the Explore Step. On Each Board without Wilds: Explore Actions add +1 Explorer (in each land successfully Explored).
STAGE III
Increasing Aggression
Invaders do +1 Damage (per land) when Ravaging.
BeastsEventIcon.png
Prey on the Heedless:
In each land with Beasts, 1 Damage per Beasts.
DahanEventIcon.png
Coming of Age:
On Each Board: Add 1 Dahan to a land with Dahan and no Badlands/Beasts/Disease/Wilds.

Rulings for Mapmakers Chart the Wild

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

STAGE I
Interesting Discoveries
Expansion.png
On Each Board: Choose a Sacred Site. Gather 1 Explorer into its land, and add 1 additional Explorer.
STAGE II + III
Increasing Aggression
Invaders do +1 Damage (per land) when Ravaging.
DiseaseEventIcon.png
Wheezelung Outbreak:
On Each Board: Add 1 Disease to the Jungle/Wetland with the most Town/City (minimum 1).
DahanEventIcon.png
Tend the Land:
On Each Board: Remove 1 Blight from a land with at least 2 Dahan.

Rulings for Interesting Discoveries

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

HEALTHY ISLAND
Invaders Surge Inland
Expansion.png
On a Coastal land on Each Board: Move 1 Town one or two lands Inland.
BLIGHTED ISLAND
Widening Destruction
On Each Board: Add 1 Blight to a land adjacent to a land with/adjacent to Town/City.

Spirits may prevent this on any/all boards by destroying 2 Presence from each board to be protected.
DiseaseEventIcon.png
Grim Toll:
On Each Board: Choose a land with Disease. In that land, do 2 Damage to Invaders and 2 Damage to Dahan.
DahanEventIcon.png
Canny Defense:
During Ravage, in every land, Defend 1 per Dahan in the land.

Rulings for Invaders Surge Inland

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

Terror IEventIcon.png
Resourceful Populace
Jagged Earth complexity 3.png
For the rest of this turn, after an Action Destroys 1 or more Town/City, add 1 Town to an adjacent land. (If there are no adjacent lands - e.g., due to Isolate - don't add anything.)
Terror IIIEventIcon.png
Terror IIEventIcon.png
Strip the Land Bare
Town each do +1 Damage when Ravaging. After a Ravage Action adds Blight, Remove 1 Explorer and 1 Town from the Ravaged land.
DiseaseEventIcon.png
Virulence Among Close-Packed Homes:
On Each Board: Add 1 Disease to the Inland land with the most Town/City (min. 1).
DahanEventIcon.png
Offerings of Story and Season:
Each Spirit with at least 3 Dahan among all its lands gains 1 Energy and may Reclaim 1 Card.

Rulings for Resourceful Populace

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

War Touches the Island's Shores
Expansion.png
Invaders from a different faraway land assault the ones here, torching farms and bombarding Cities. You may:

ALLOW THE ATTACKS
• For each board, discard the top Major Power. Deal its Energy in Damage to Invaders and the land in the Coastal land with the most Town/City (minimum 1). Defend reduces the Damage.

HELP REPEL THE NEWCOMERS
Cost: 1 Energy per player.
• Add a Fear Card to the top of the Fear Deck.
BeastsEventIcon.png
Beasts Find New Homes:
On Each Board: Push 1 Beasts to an adjacent land without Blight. 1 Fear if Invaders are present there.
DahanEventIcon.png
Reclaim Territory:
Each player may Push 1 Dahan to an adjacent land, doing 1 Damage there.

Rulings for War Touches the Island's Shores

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

Dahan Trade with the Invaders
Jagged Earth complexity 3.png
Some seek knowledge, others are interested in tools and trade goods, still others simply curious. All hope to avoid violence, and the Invaders seem menable - at least for now. You may:

IGNORE THEIR INTEREST
Dahan do not participate in Ravages this turn.

DISPLAY YOUR WRATH AT THIS BETRAYAL
Cost: 2 Energy per player, aided by Fire.
• Each Spirit with Dahan in their lands Destroys 1 of them and generates 1 Fear.

CHANGE AND HELP THEM LEARN FROM THE ENEMY
Cost: 6 Energy per player, aided by Air.
Dahan do not participate in Ravages this turn.
• Each Spirit Forgets a Power Card.
• From next turn on, each Dahan provides Defend 1 in its land. (There is a Reminder Card for this.)
DiseaseEventIcon.png
Outbreaks Shift:
On Each Board: Push 1 Disease to the adjacent land with the most Invaders (min. 1).

Rulings for Dahan Trade With the Invaders

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