User:ArtEntre/sandbox1

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SETUP

On your starting board, put 2 Presence in a land with Blight, then put 2 Presence and 1 Blight (from the box) in the highest-numbered land with a Town Setup Symbol.

You start with your 4 Unique Power Cards and 4 Energy.
Set your 4 Healing Cards nearby.

PLAY STYLE

Starts off wounded, losing a Presence or a Power Card every turn. Heals over the course of the game, finding a new nature - while some choices may be a touch better or worse due to Adversary / Power Card picks / teammates / etc, most combinations are viable in most games.

Benefits from careful Presence placement, both due to losing Presence and because some if its Unique Powers must target from lands with Blight.

COMPLEXITY

HIGH

GROWTH
Reclaimall.png
Reclaim Cards
Gaincardicon.png
Gain Power Card
Energy Plus 1.png
Gain 1 Energy
Gaincardicon.png
Gain Power Card
+ Presenceicon.png

2
Range

Add a Presence
REQUIRES AT
LEAST 1
HEALING CARD
+ Presenceicon.png

3
Range

Add a Presence
Energy Plus 3.png
Gain 3 Energy
+ Destroyedpresence2.png

1
Range

Add a Presence
PRESENCE

0 Energy, 1 Card Play
Wateroranimal.png

Water OR Animal
(choose each turn)
Gatherblight.png

Gather 1 Blight into 1 of Your Lands

1 Energy, 2 Card Play
Energy 3.png

Energy/Turn

4, Fire OR Plant

5, Any
Cardplay3.png

Card Plays
Reclaimone.png

Reclaim One
Cardplay4.png

4

SPECIAL RULES

SEEKING A PATH TOWARDS HEALING
After playing cards each Spirit Phase:

  • Claim a Healing Marker (Element Marker) matching whichever of Water or Animal you have more of. (You break ties.)
  • You may then Claim a Healing Card if you meet its requirements. (You can claim your first Healing Card on Turn 3.)
  • Then Destroy 1 Presence or Forget a Power Card (unless a Healing Card just removed this rule).

SWIRL AND SPILL

SPEED
RANGE
TARGET LAND
Slow
1
Range
ANY
2 Water Push up to 2 Explorer/Dahan/Blight.
3 Water 1 Animal 1 Fear. Push up to 2 Town/Presence/Beasts.
5 Water 2 Plant 2 Animal In one land pushed into, Downgrade all Town and all City.


SANGUINARY TAINT

SPEED
RANGE
TARGET LAND
Slow
1
Range
ANY
2 Animal 1 Fear. 1 Damage. Push 1 Dahan.
1 Water 3 Animal 1 Damage. Add 1 Beasts.
2 Fire 2 Water 5 Animal 1 Fear. 4 Damage. Add 1 Disease.




SUMMARY OF POWERS

 
         
         
         
         
         
Offense Control Fear Defense Utility
 


HEALING MARKER TRACK
Healing Marker Track.png
This track is where Healing Markers are placed when claimed. Check the Special Rule SEEKING A PATH TOWARDS HEALING for more details.
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Wounded Waters Bleeding.png

From the Spirit Panel

In years past, Peace-Waters was a woodland pond, fed by a small river: a Spirit of contended coexistence and the gift of water. Humans and animals would drink in peace, then move on.

The Invaders, too, found Peace-Waters, drank, and moved on. Upriver, they built slaughterhouses and tanneries, pouring charnel-blood through the pool day after day, year after year.

The Spirit which used to be Peace-Waters has barely survived. It is no longer a Spirit of peace - but it has not yet found coherence in a new nature, and until it does, it is at risk of unraveling altogether.

Design Lore

In years and generations past, there was a small lake (or a large pond, depending on how you looked at it) nestled into a wooded area. It was fed by a large brook (or a small river) that ran its way down a rocky slope, producing a bit of spray and a pleasing burbling noise.

You might expect that animals would come to the lake to drink, and you would be more right than you knew - for the pool was (or was the home of, again depending on how you looked at it) Peace-Waters, a Spirit of contented co-existence and the gift of water. On its banks, predators did not hunt prey, and a curious feeling of peace spread through all who approached.

(Do you wonder to yourself how the ecosystem survived such a thing? The protections of Peace-Waters only applied to guests, to animals visiting for water, not to those which lived within the waters itself. Any animal or human which came to drink would, after finding enough inner peace to lose track of time's passage, feel an urge to move onwards - prey animals could drink without fear, but predators could do quite well for themselves on the game-paths leading to and from Peace-Waters, so long as they were far enough away.)

Then the Invaders came. Some of their explorers found Peace-Waters' lake, and in keeping with the nature of the place, decided it didn't feel quite right to site a mill there. But upstream... upstream of Peace-Waters, they settled, and built slaughterhouses and tanneries. With death’s blood and worse pouring into the pool day after day, Peace-Waters started to change.

They are - for now - still a Spirit of water and water's gift, but half-transformed to a Spirit of blood, predation, and wracking taint. Caught between these two deeply opposed natures, they are slowly disintegrating, trying to find coherence before dissolving completely.
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Important note: If playing as ArtEntre/sandbox1, you start the game with these Unique Power Cards in your hand.


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Rulings for ArtEntre/sandbox1

Explorer There are no rulings at this time. Explorer


Template for Spirit 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.

{{User:ArtEntre/sandbox1
|gamebox=Base Game, Branch and Claw, Jagged Earth, Promotional Pack 1, Promotional Pack 2, Apocrypha, Horizons of Spirit Island, Nature Incarnate
|setup=Setup Rules. Wiki text acceptable.
|playstyle= Play Style blurb. Wiki Text Acceptable.
|complexity=low, moderate, high, or very high
|#-innate=Name of Innate power (# goes up to 5 Innate Power slots)
|#-innatetarget=Targeting for an Innate Power, use [[Template:Targeting]]
|#-innate1=Innate threshold. Use wiki text.
|#-innate2=Innate threshold 2.
|#-innate3=Innate threshold 3. Do not use  if nothing.
|#-innate4=Innate threshold 4. Do not use  if nothing.
|#-innate5=Innate threshold 5. Do not use  if nothing.
|special=Special Rules, wiki text acceptable.
|growthtype=one, two, three, oneandone, always (Pick One, Pick Two, Pick Three, Pick One Of... And One Of..., or has an Always)
|growthrows=ommited or two (splits growth options into two rows). Optional.
|growth1=First growth option, use [[Template:Growth]] (If always was selected in growthtype, must be the Always Option)
|growth2=Second growth Option, continue to use template
|growth3=Same
|growth4=Same - but Optional
|presence1=Top Presence Track
|presence2=Bottom Presence Track
|psummary=Use the [[Template:Powersummary]]
|loresection=Needed for transcluding Lore section. See [[Lore]] for the right name.
|unique#=The Unique Powers. Use [[Template:Powercard]].
|aspectname#=The name of the Aspect. Optional if the Spirit has Aspects. Do not use otherwise.
|complexitychange#=Indicates the change in complexity for a given Aspect. Use "Up", "Down", or "Equal".
|aspectreplacement#=Indicates what you replace when using this Aspect. Do not use if nothing is replaced.
|aspecttext#=The text of the Aspect. Do not use if the Spirit does not have any Aspects.
|aspectexpansion#=Indicates which expansion the Aspect comes from. Do not use if the Spirit does not have any Aspects.
|suggestedcard#=The suggested card progression, if one exists for this spirit. Leave empty if no progression exists.
|strategy=Wiki Text Acceptable. Link to Forum Posts, or new Strategy Pages
|design_and_extras=Wiki Text Acceptable. Link content regarding design, not lore
}}