Wounded Waters Bleeding

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Fearicon.png
THIS PAGE CONTAINS SPOILERS FOR NATURE INCARNATE. DETAILS ARE SUBJECT TO CHANGE.

This Spirit is not yet available. All details here are subject to change. Check back soon for more information on this Nature Incarnate Spirit!

In the meantime, check out its Backerkit update!


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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 Townicon.png 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 (PICK ONE)
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




Energy 3.png

3

4, Fire OR Plant

5, Any

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




Cardplay3.png

3
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 Wounded Waters Bleeding, you start the game with these Unique Power Cards in your hand.

Blood Water and Bloodlust (ni).png Boon of Corrupted Blood (ni).png Draw to the Water's Edge (ni).png Wrack with Pain and Grief (ni).png


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Important note: Gain these Healing Cards as per the Special Rule SEEKING A PATH TOWARDS HEALING.

HEALING CARD
LANDS OF PEACE AND HARMONY

When your Powers move any number of Invaders into your lands, you may Downgrade 1 of those Invaders (max. once per Power).

When your Powers add or move any number of Dahan into one of your lands, you may Downgrade 1 Invader there (max. once per Power).

(If you do both, you can pick the same Invader twice.)

HealingCardDivider.svg
REQUIREMENTS
  • Claim at least 3 total Healing Markers.
  • Claim at least 2 Water Healing Markers.
  • No other Healing cards claimed.
Nature incarnate expansion symbol.png
HEALING CARD
LANDS OF BLOOD AND SAVAGERY

When your Powers add or move Beasts into a land, you may do 1 Damage there per added or moved Beasts.

When your Powers add or move any number of Dahan into a land, you may do 1 Damage there (max. once per Power).

HealingCardDivider.svg
REQUIREMENTS
  • Claim at least 3 total Healing Markers.
  • Claim at least 2 Animal Healing Markers.
  • No other Healing cards claimed.
Nature incarnate expansion symbol.png
HEALING CARD
Replaces SANGUINARY TAINT and SEEKING A PATH TOWARDS HEALING
CALL TO A FASTNESS OF RENEWAL
SPEED
RANGE
TARGET LAND
Fast
1
Range
ANY
1 Water Gather up to 2 Dahan.
2 Water 1 Plant Defend 3 or Downgrade 1 Invader.
3 Water 1 Plant Add 1 Beasts.
1 Sun 4 Water 2 Plant If at least 2 Dahan are present, Replace 1 Invader with 1 Dahan.
HealingCardDivider.svg
REQUIREMENTS
  • Claim at least 5 total Healing Markers.
  • Claim at least 3 Water Healing Markers.
Nature incarnate expansion symbol.png
HEALING CARD
Replaces SWIRL AND SPILL and SEEKING A PATH TOWARDS HEALING
AFFLICT WITH BLOODTHIRST
SPEED
RANGE
TARGET LAND
Fast
1
Range
ANY
1 Animal Gather 1 Beasts.
1 Fire 3 Animal 2 Fear if Invaders are present.
1 Sun 2 Fire 4 Animal 1 Explorer and 1 Town/Dahan do Damage, to other Invaders only.
1 Fire 2 Animal For each Beasts:
Push 1 Explorer and 1 Town/Dahan.
HealingCardDivider.svg
REQUIREMENTS
  • Claim at least 5 total Healing Markers.
  • Claim at least 3 Animal Healing Markers.
Nature incarnate expansion symbol.png

Rulings for Wounded Waters Bleeding

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