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Template for Scenario Pages. Any category marked Optional may be left blank, or ideally omitted entirely. Any parameter with a # should start with a 1, and increase incrementally as needed.

Unless otherwise instructed, do not include wiki markup or links.

|set=Base Game, Branch and Claw, Promotional, Jagged Earth
|seticon=JaggedEarthSmoke. Optional.
|seticonsize=Size of the set icon.
|difficulty=The difficulty listed on the upper right of the back side.
|lore=The brief lore description on the front of the panel
|recommendationsandnotes=Optional. The Recommendations & Notes blurb (Wiki Text Acceptable).
|easier=The Notably Easier blurb (Wiki Text Acceptable).
|harder=The Notably Harder blurb (Wiki Text Acceptable).
|setup=Optional. Any additional Setup instructions (Wiki Text Acceptable).
|rules=Optional. Any Rule Changes (Wiki Text Acceptable).
|victory=Optional. Any additional Victory conditions (Wiki Text Acceptable).
|loss=Optional. Any additional Loss conditions (Wiki Text Acceptable).
|blurb=Optional. Any small blurb ahead of Rule Changes (Wiki Text Acceptable).
|assistance=For Second Wave
|waves=For Second Wave
|strategy=Any strategy tips. (Wiki Text Acceptable).


Scenario: Scenario
Difficulty: 2
Small groups of Invaders have been searching the island - and a few have found wonders. If they make it home, their people will stop at nothing to seek out more such fantastic treasures. Even those without wonders have tales and trophies that may bolster the Invaders' resolve to stay.


  • ...for Spirits with strong movement and Isolate abilities (e.g., Finder of Paths Unseen).


  • ...for Spirits with poor ability to move Dahan.
  • ...for Spirits with poor ability to Damage or move Invaders.
  • ...on the Thematic Boards, as more lands with spawn Thieves


Arrive with Explorer: After Setup, when Invaders successfully Explore into a land numbered 6 or higher, also add 1 Thief there from the pool.

Seek to Escape by Ship: Before the Ravage Step, all Thieves on the island move:

  • Thieves adjacent to the Ocean escape: For each, lose 4 earned Fear (if possible). If the Thief has a number, also Accelerate the Invader Deck that many times. (Remove the topmost card of the lowest Invader Stage remaining in the deck.)
  • Other Thieves move 1 land towards their board's Ocean, if possible.

Thieves do not count as Invaders, and do not participate in Invader Actions.


Thieves may be affected by players' Actions (only) as if they were Explorer. They are not Explorer for any other rule or purpose. (Including Fear Cards, Event Cards, etc.) They have 1 Health.

Thieves are face-down by default, but face-up while in lands with 2 or more Dahan. If multiple face-down Thieves are in a single land, mix them up.

Thieves can only be Destroyed/Removed/Replaced in lands with no Town/City and 2 or more Dahan. Otherwise, they elude you, and are instead Pushed. You may check this condition either before or after the Action So a Power that Destroys the last Town/City in a land could also Destroy a face-up Thief there).

Generate 1 Fear per Destroyed Thief. Mix Thieves no longer on the island into the supply at end of turn.
Make a pool of 18 Scenario Markers: 12 blank ones and (1,1,1,2,2,3). They represent small groups of Thieves trying to escape with knowledge or treasure. Mix them to form a face-down supply.


Any strategy tips. (Wiki Text Acceptable).