Template:FullSmallAdversaryCard

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The Kingdom of England
BASE DIFFICULTY 1
England WrinkledFlag.png
Additional Loss Condition
Proud & Mighty Capital: If 7 or more Town/City are ever in a single land, the Invaders win.
Escalation Escalation
Building Boom: On each board with Town/City, Build in the land with the most Town/City.
Level
(Difficulty)
Fear Cards
Game Effects (cumulative)
1
(3)
10 (3/4/3)
Indentured Servants Earn Land: Invader Build Cards affect matching lands without Invaders if they are adjacent to at least 2 Town/City.
2
(4)
11 (4/4/3)
Criminals and Malcontents: During Setup, on each board add 1 City to land #1 and 1 Town to land #2.
3
(6)
13 (4/5/4)
High Immigration (I): Put the "High Immigration" tile on the Invader board, to the left of "Ravage". The Invaders take this Build action each Invader phase before Ravaging. Cards slide left from Ravage to it, and from it to the discard pile. Remove the tile when a Stage II card slides onto it, putting that card in the discard.
4
(7)
14 (4/5/5)
High Immigration (full): The extra Build tile remains out the entire game.
5
(9)
14 (4/5/5)
Local Autonomy: Town/City have +1 Health.
6
(11)
13 (4/5/4)
Independent Resolve: During Setup, add an additional Fear to the Fear Pool per player in the game. During any Invader Phase where you resolve no Fear Cards, perform the Build from High Immigration twice. (This has no effect if no card is on the extra Build slot.)
The Kingdom of Sweden
BASE DIFFICULTY 1
Sweden WrinkledFlag.png
Additional Loss Condition
None
Escalation Escalation
Swayed by the Invaders: After Invaders Explore into each land this Phase, if that land has at least as many Invaders as Dahan, replace 1 Dahan with 1 Town.
Level
(Difficulty)
Fear Cards
Game Effects (cumulative)
1
(2)
9 (3/3/3)
Heavy Mining: If the Invaders do at least 6 Damage to the land during Ravage, add an extra Blight. The additional Blight does not destroy Presence or cause cascades.
2
(3)
10 (3/4/3)
Population Pressure at Home: During Setup, on each board add 1 City to land #4. On boards where land #4 starts with Blight, put that Blight in land #5 instead.
3
(5)
10 (3/4/3)
Fine Steel for Tools and Guns: Town deal 3 Damage. City deal 5 Damage.
4
(6)
11 (3/4/4)
Royal Backing: During Setup, after adding all other Invaders, discard the top card of the Invader Deck. On each board, add 1 Town to the land of that terrain with the fewest Invaders.
5
(7)
12 (4/4/4)
Mining Rush: When Ravaging adds at least 1 Blight to a land, also add 1 Town to an adjacent land without Town/City. Cascading Blight does not cause this effect.
6
(8)
13 (4/4/5)
Prospecting Outpost: During setup, on each board add 1 Town and 1 Blight to land #8. The Blight comes from the box, not the Blight Card.
The Kingdom of France (Plantation Colony)
BASE DIFFICULTY 2
France (Plantation Colony) WrinkledFlag.png
Additional Loss Condition
Sprawling Plantations: Before Setup, return all but 7 Town per player ot the box. Invaders win if you ever cannot place a Town.
Escalation Escalation
Demand for New Cash Crops: After Exploring, on each board, pick a land of the shown terrain. If it has Town/City, add 1 Blight. Otherwise, add 1 Town.
Expansion.png
Level
(Difficulty)
Fear Cards
Game Effects (cumulative)
1
(3)
9 (3/3/3)
Frontier Explorers: Except during Setup: After Invaders successfully Explore into a land which had no Town/City, add 1 Explorer there.
2
(5)
10 (3/4/3)
Slave Labor: During Setup, put the "Slave Rebellion" event under the top 3 cards of the Event Deck. After Invaders Build in a land with 2 Explorer or more, replace all but 1 Explorer there with an equal number of Town.
3
(7)
11 (4/4/3)
Early Plantation: During Setup, on each board add 1 Town to the highest-numbered land without Town. Add 1 Town to land #1.
4
(8)
12 (4/4/4)
Triangle Trade: Whenever Invaders Build a Coastal City, add 1 Town to the adjacent land with the fewest Town.
5
(9)
13 (4/5/4)
Slow-Healing Ecosystem: When you remove Blight from the board, put it here instead of onto the Blight Card. As soon as you have 3 Blight per player here, move it all back to the Blight Card.
6
(10)
14 (4/5/5)
Persistent Explorers: After resolving an Explore Card, on each board add 1 Explorer to a land without any. Fear Card effects never remove Explorer. If one would, you may instead Push that Explorer.
The Tsardom of Russia
BASE DIFFICULTY 1
Russia WrinkledFlag.png
Additional Loss Condition
Hunters Swarm the Island: Put Beasts Destroyed by Adversary rules on this panel. If there are ever more Beasts on this panel than on the island, the Invaders win.
Escalation Escalation
Stalk the Predators: On each board: Add 2 Explorer (total) among lands with Beasts. If you can't, instead add 2 Explorer among lands with Beasts on a different board.
Jagged Earth complexity 3.png
Level
(Difficulty)
Fear Cards
Game Effects (cumulative)
1
(3)
10 (3/3/4)
Hunters Bring Home Shell and Hide: During Setup, on each board, add 1 Beasts and 1 Explorer to the highest-numbered land without Town/City. During Play, Explorer do +1 Damage. When Ravage adds Blight to a land (including cascades), Destroy 1 Beasts in that land.
2
(4)
11 (4/3/4)
A Sense for Impending Disaster: The first time each Action would Destroy Explorer: If possible, 1 of those Explorer is instead Pushed; 1 Fear when you do so.
3
(6)
11 (4/4/3)
Competition Among Hunters: Ravage Cards also match lands with 3 or more Explorer. (If the land already matched the Ravage Card, it still Ravages just once.)
4
(7)
12 (4/4/4)
Accelerated Exploitation: When making the Invader Deck, put 1 Stage III Card after each Stage II Card. (New Deck Order: 111-2-3-2-3-2-3-2-33)
5
(9)
13 (4/5/4)
Entrench in the Face of Fear: Put an unused Stage II Invader Card under the top 3 Fear Cards, and an unused Stage III Card under the top 7 Fear Cards. When one is revealed, immediately place it in the Build space (face-up).
6
(11)
14 (5/5/4)
Pressure for Fast Profit: After the Ravage Step of turn 2+, on each board where it added no Blight: In the land with the most Explorer (min. 1), add 1 Explorer and 1 Town.
The Habsburg Monarchy (Livestock Colony)
BASE DIFFICULTY 2
Habsburg Monarchy (Livestock Colony) WrinkledFlag.png
Additional Loss Condition
Irreparable Damage: Track how many Blight come off the Blight Card during Ravages that do 8+ Damage to the land. If that number ever exceeds players, the Invaders win.
Escalation Escalation
Seek Prime Territory: After Exploring: On each board with 4 or fewer Blight, add 1 Town to a land without Town/Blight. On each board with 2 or fewer Blight, do so again.
Jagged Earth complexity 1.png
Level
(Difficulty)
Fear Cards
Game Effects (cumulative)
1
(3)
10 (3/4/3)
Migratory Herders: After the normal Build Step: In each land matching a Build Card, Gather 1 Town from a land not matching a Build Card. (In board/land order.)
2
(5)
11 (4/5/2)
More Rural Than Urban: During Setup, on each board, add 1 Town to land #2 and 1 Town to the highest-numbered land without Setup symbols. During Play, when Invaders would Build 1 City in an Inland land, they instead Build 2 Town.
3
(6)
12 (4/5/3)
Fast Spread: When making the Invader Deck, Remove 1 additional Stage I Card. (New deck order: 11-2222-33333)
4
(8)
12 (4/5/3)
Herds Thrive in Verdant Lands: Town in lands without Blight are Durable: they have +2 Health, and "Destroy Town" effects instead deal 2 Damage (to those Town only) per Town they could Destroy. ("Destroy all Town" works normally.)
5
(9)
13 (4/6/3)
Wave of Immigration: Before the initial Explore, put the Habsburg Reminder Card under the top 5 Invader Cards. When Revealed, on each board, add 1 City to a Coastal land without City and 1 Town to the 3 Inland lands with the fewest Blight.
6
(10)
14 (5/6/3)
Far-Flung Herds: Ravages do +2 Damage (total) if any adjacent lands have Town. (This does not cause lands without Invaders to Ravage.)
The Kingdom of Scotland
BASE DIFFICULTY 1
Scotland WrinkledFlag.png
Additional Loss Condition
Trade Hub: If the number of Coastal lands with City is ever greater than (2 x # of boards), the Invaders win.
Escalation Escalation
Ports Sprawl Outward: On the single board with the most Coastal Town/City, add 1 Town to the N lands with the fewest Town (N = # of players.)
Promo Pack 2 box.png
Level
(Difficulty)
Fear Cards
Game Effects (cumulative)
1
(3)
10 (3/4/3)
Trading Port: After Setup, in Coastal lands, Explore Cards add 1 Town instead of 1 Explorer . "Coastal Lands" Invader cards do this for maximum 2 lands per board.
2
(4)
11 (4/4/3)
Seize Opportunity: During Setup, add 1 City to land #2. Place "Coastal Lands" as the 3rd Stage II card, and move the two Stage II Cards above it up by one. (New Deck Order: 11-22-1-C2-33333, where C is the Stage II Coastal Lands Card.)
3
(6)
13 (4/5/4)
Chart the Coastline: In Coastal lands, Build Cards affect lands without Invaders, so long as there is an adjacent City.
4
(7)
14 (5/5/4)
Ambition of a Minor Nation: During Setup, replace the bottom Stage I Card with the bottom Stage III Card. (New Deck Order: 11-22-3-C2-3333))
5
(8)
15 (5/6/4)
Runoff and Bilgewater: After a Ravage Action adds Blight to a Coastal Land, add 1 Blight to that board's Ocean (without cascading). Treat the Ocean as a Coastal Wetland for this rule and for Blight removal/movement.
6
(10)
16 (6/6/4)
Exports Fuel Inward Growth: After the Ravage step, add 1 Town to each Inland land that matches a Ravage card and is within 1
Range
of Town/City.