Restless Spirits
Restless Spirits Rulebook
Table of Contents
Table of Contents
- Components
- Setup
- How to Play
- On Your Turn
- Action Points
- 1 AP: Attract a Lost Spirit to Your Board
- 1 AP: Refresh the Lost Spirits & Attract One to Your Board
- Free Action: Activate a Spirit Ability
- 1 AP: Buy a Totem from the Market
- 1 AP: Refresh a Totem Market & Buy a Totem
- 1 AP: Play a Totem to a Spirit
- 1 AP: Retrieve a Totem from the Shrine
- 0-2 AP: Play a Blessing or Curse
- Free Action: Discard 3 Blessings or Curses to Gain 1 AP
- Action Points
- Winning the Game
- Game Variants
- Achievements
- Solo Mode
- General FAQs
- Terminology
- Spirit FAQs
- Expansion Rules
Components
- 6 Spirit Guide character boards
- 30 Spirit cards, plus 2 Promo Spirit cards
- 66 Totem cards
- 12 Blessing cards
- 12 Curse cards
- 13 Tales of the Spirit Realm cards
- 5 Player Aid cards
- 5 Spirit Tokens
- 12 Activation Tokens
- 1 First Turn Marker
Setup
For your first game: follow steps 1-3, then deal 5 random Totems to each player, deal 3 Totems face-up to the Shrine, then skip to step 5.
- Each player chooses a Spirit Guide character board and places it in front of them. Collectively decide whether to use the 'A' or 'B' side - we recommend 'A' for your first game.
- Shuffle the decks of Spirit, Totem, Blessing and Curse cards separately and set them face down in the suggested layout, leaving space for dealt cards.
- Each player takes 3 Activation Tokens and places them on the marked spaces at the left side of their board. Place the 5 Spirit Tokens within reach.
- Deal each player a hand of 6 Totem cards. All players perform card drafting to help fairly distribute the Totems. Simultaneously, players choose 1 of their Totems to keep, and pass the remaining cards to the player on their left. Repeat this step several times until all players have a hand of 5 Totem cards, then discard each player's 6th card to form the Shrine space.
- Deal out 3 Spirit cards to the right of the Spirit deck to form the Lost Spirits row.
- Deal out two rows of 3 Totem cards to form the two Totem Market rows.
- Randomly determine the first player and give them the First Turn Marker.
For the very first turn of the game only, the first player has 1 Action Point (AP) instead of 2.
You're now ready to play!
How to Play
Game Overview
As Spirit Guides, your goal is to help Spirits find their way home by collecting and playing sets of enchanted items called Totems. When all 3 of a Spirit's Totem Requirements have been met, the Spirit is safely released into the Spirit Realm!
The number of Released Spirits required to win the game depends on the player count:
- 2 Players: 5 Released Spirits
- 3 Players: 4 Released Spirits
- 4 Players: 3 Released Spirits
See Winning the Game on Page 12 for more details.
Spirit Guide Character Boards
This is your Spirit Guide character board. Throughout the game you'll be choosing which Spirits you want to help and attracting them to one of your empty spaces.
To learn about the 'B' side of the boards (after your first game), see Page 13.
The character board has the following parts:
- A: Empty Spirit spaces
- B: Activation Token spaces
- C: Character's Mastery Type (more details on Page 9)
- D: Board side ('A' or 'B')
- E: Tucked Released Spirits
Spirits
There are 30 Spirits in the main Spirit deck, and 2 Promo Spirit cards. (Read Page 14 before including Promo Spirits in the game).
There will always be 3 Spirits available for players to attract in the Lost Spirits row. When a Spirit is attracted to a player's board, immediately deal out a new card from the Spirit deck into the empty space.
The parts of a Spirit card are:
- A: Spirit Type
- B: Activation Icon & Ability
- C: Totem Requirements
Spirit Types
There are six different Spirit Types in the game - three are Light, and three are Dark. Generally, Light Spirits have abilities that help you in some way, and Dark Spirits have abilities that may hinder your opponent(s).
- Light: Guardian Spirit, Sacred Spirit, Fortune Spirit
- Dark: Malicious Spirit, Trickster Spirit, Shrouded Spirit
Spirit Abilities
In Multiplayer, Spirits have powerful individual abilities that can only be used when they have been attracted to your board. Some abilities must be Activated to get the benefit, and some automatically provide you with Ongoing benefits.
(For Solo Mode, you can instead read about Spirit Type abilities on Page 17).
- Activation abilities can only be used once per game, and only during your turn. They don't have to be used on the same turn that you attract the Spirit, so you can tactically save it for a future turn.
- When you use the ability, take an Activation Token from your board and place it on the card to mark that the ability has been used, then perform the effects.
- Some Activation abilities with this symbol also require you to take and use the matching double-sided Spirit Token to help track the use of the ability.
- Ongoing abilities don't need to be Activated or marked as used - they're automatically active as soon as you attract the Spirit. Always make other players aware of what your ability is doing!
Spirit Placement
Some Spirits have abilities that benefit from strategic placement on your board, for example:
FOR EACH ADJACENT SACRED SPIRIT, GAIN +1 AP
Gonga's ability grants the player +1 Action Point for each Sacred Spirit adjacent to Gonga. Activating the ability with a Sacred Spirit on each side would grant +2 AP.
See Spirit Ability Clarifications from Page 21 for detailed explanations of each Spirit ability.
Totem Requirements
The 3 icons at the bottom of a Spirit card are the Totem Requirements, which represent the 3 items in the Totem deck that the Spirit requires to be released. Every Spirit is unique and requires a different combination of 3 Totems.
Totems
Totems are the enchanted items that Spirits need to be released. When you acquire them, they are added to your hand and count towards your hand limit of 7 cards maximum.
There are 30 Single Totems, 30 Double Totems, and 6 Wild Totems in the Totem deck.
Single & Double Totems
A Totem card may be a Single Totem with one icon in the top-left, or a Double Totem with two icons. The icons represent the benefits that card provides, so a Double Totem is essentially two Single Totems combined into one card! For example:
The Spirit Cloak and Timeweaver Thread can also be found together in the Timeweaver Cloak.
You don't need to craft or combine cards to make Double Totems - they're simply better versions of Single Totems, and don't cost more to buy from the Totem Markets!
Wild Totems
There are also 6 Wild Totems in the Totem deck. These are delicious foods & treats that are irresistible to the Spirits! Wild Totems can be played just like any other, but you can freely choose which Totem Requirement they provide.
Additionally, if the listed Spirit Type matches the Spirit you're playing it to, it becomes a Double Wild Totem!
For example, Fortune Spirits absolutely love this rice dumpling treat - if you played this Wild Totem to a Fortune Spirit, it would fulfil any 2 Totem Requirements.
To all other Spirit Types, it would still fulfil any 1 Totem Requirement.
Blessings & Curses
When you successfully release a Spirit by meeting all 3 of its Totem Requirements, it will grant you a reward for helping it! Releasing a Light Spirit allows you to draw a Blessing card, and releasing a Dark Spirit allows you to draw a Curse card.
(See 'Releasing a Spirit' on Page 12 for more details.)
There are 12 Blessing and 12 Curse cards in total.
When acquired, they are added to your hand and count towards your hand limit of 7 cards maximum. The cost is listed at the top-left of the card (Free Action, 1 AP or 2 AP). Unless otherwise stated, Blessings and Curses must be played on your own turn.
Character Mastery
Each of the 6 Spirit Guide characters have Mastery over a different Spirit Type, which is listed above their name on your Character Board. This means that you can attract Spirits of that Type as a Free Action instead of it costing 1 AP!
This only applies to the 'Attract a Lost Spirit to your board' Action (and you must still discard a Totem from your hand to the Shrine space as an offering).
For example, the Spirit Guide 'Okada Mitsuo' has Guardian Mastery. He can attract Guardian Spirits as a Free Action!
On Your Turn
Action Points
Players begin each turn with 2 Action Points (AP) to spend on any combination of Actions. Once the 2 AP are spent, and the active player has performed any Free Actions they wish to take, the turn passes clockwise to the next player.
1 AP: Attract a Lost Spirit to Your Board
First, make an offering to the Shrine by taking an unwanted Totem from your hand and placing it on the Shrine space face-up. Then attract a Lost Spirit to an empty space on your Character Board. Refill the empty space immediately with the top card of the Spirit deck.
1 AP: Refresh the Lost Spirits & Attract One to Your Board
First, make an offering to the Shrine by taking an unwanted Totem from your hand and placing it on the Shrine space face-up. Then move all 3 Lost Spirits to the Spirit discard pile, deal 3 new Lost Spirits in their place, and attract one to an empty space on your Character Board. You may choose to not attract one. Refill the empty space immediately with the top card of the Spirit deck.
Free Action: Activate a Spirit Ability
Place an Activation Token on the Spirit card you're using the ability of, then perform the ability effects.
1 AP: Buy a Totem from the Market
Take a face-up Totem from either Totem Market and add it to your hand (up to the hand limit of 7). Refill the empty spaces immediately with the top card of the Totem deck. Totems cost 1 AP each, regardless of whether they are Single, Double or Wild.
1 AP: Refresh a Totem Market & Buy a Totem
Move either row of 3 Market Totems to the Totem discard pile, deal 3 new Totems in their place and then take one of them, adding the card to your hand (up to the hand limit of 7). You may choose to not buy one. Refill the empty space immediately with the top card of the Totem deck.
1 AP: Play a Totem to a Spirit
Place a Totem from your hand underneath one of your Spirits with a matching Totem Requirement. When a Spirit's Totem Requirements are completed, the Spirit is automatically released!
See 'Releasing a Spirit' on Page 12 for more details.
1 AP: Retrieve a Totem from the Shrine
Take the top 3 Totems from the Shrine space and choose 1 of them to add to your hand (up to the hand limit of 7). Place the other 2 Totems in the Totem discard pile.
0-2 AP: Play a Blessing or Curse
Perform the effects of the Blessing or Curse, then place the card at the bottom of the relevant deck.
Free Action: Discard 3 Blessings or Curses to Gain 1 AP
Discard any combination of 3 Blessings & Curses from your hand, placing them at the bottom of the relevant decks. Immediately gain +1 AP to use this turn.
Don't forget to check your Player Aid card for quick & easy references to all the Actions, which are also colour-coded to match the card backs of each deck.
- Spirit Actions are purple.
- Totem Actions are green.
- Blessing Actions are gold.
- Curse Actions are red.
Winning the Game
Releasing a Spirit
A Spirit is automatically released into the Spirit Realm when all 3 of its Totem Requirements have been met. This can be achieved by playing Totems, activating certain Spirit abilities, or playing specific Blessings & Curses.
When a Spirit is released:
- Flip the Spirit card over and tuck it partially underneath the bottom of your board.
- Move any attached Totems to the Totem discard pile, as they have now been used.
- If an Activation Token was used to mark an ability use, return it to your board.
- Remove any Spirit Tokens on the card and return them to the supply.
- Draw your reward - a Blessing card for a Light Spirit or a Curse card for a Dark Spirit.
Triggering the Endgame
The number of Released Spirits required to trigger the endgame depends on the player count:
- 2 Players: 5 Released Spirits
- 3 Players: 4 Released Spirits
- 4 Players: 3 Released Spirits
When a player reaches the required number of Released Spirits, the endgame is triggered.
Continue playing until each player has taken the same number of turns. Assuming you're playing turns clockwise, the final turn will always be performed by the player to the right of the player with the First Turn Marker.
After all players have finished their final turn, the player with the most Released Spirits is the winner!
In the event of a tie, resolve the tiebreaker rules below.
Tiebreaker
After the game ends, if 2 or more players are tied with the most Released Spirits, the player with the most Released Spirits matching their character's Mastery Type takes the win!
If it's still tied, the player that triggered the endgame wins.
In the unlikely event that the above tiebreakers don't resolve a winner, all tied players share the victory!
Game Variants
Character Boards 'B' Side
Once you've mastered the base game, try playing the 'B' side of your Character Boards for even greater combo plays! Tactical placement matters more than ever, as you instantly receive the listed bonus whenever a Spirit is attracted to that space.
The 'B' side has three placement bonuses:
- A: When a Spirit is attracted to this space, immediately draw the top card of the Totem deck and add it to your hand (up to your hand limit of 7).
- B: When a Spirit is attracted to this space, gain +1 AP to use this turn.
- C: When a Spirit is attracted to this space, immediately take any face-up Totem card from either Totem Market row and add it to your hand (up to your hand limit of 7). Replenish the Totem Market row as usual.
Tales of the Spirit Realm
The 13 Tales of the Spirit Realm cards are for use with the Tales of the Spirit Realm booklet, which contains a series of short folktales about some of the Spirits you'll encounter in Restless Spirits.
Before you begin playing, draw a Tale card, turn to the listed page in the booklet, and delve into the lore of the Spirit Realm!
You can also play the accompanying Gameplay Modifier to put a unique twist on the rules for that game!
Playing with Promo Cards
The Restless Spirits base game includes two Promo Spirit cards - Knockgour (Light Form) and Knockgour (Dark Form) - and additional Promo Spirit cards may be released in the future.
It is essential for the balance of the game that the main Spirit deck always contains exactly 5 Spirits for each of the 6 Spirit Types, totalling 30 Spirits (unless playing with the Leechling Invasion mini-expansion, which raises the total to 36 Spirit cards).
If you wish to include a Promo Spirit card in the game, you must swap a specific Spirit card out!
You can check which Spirit should be removed by looking at the card number in the bottom right.
For example, Knockgour (Dark Form) is a Trickster Spirit and should replace Spirit #23 from the main deck, which is Twizel, The Tormentor.
Achievements
Fancy a challenge? Have a go at unlocking some of these achievements! They're tricky puzzles that might take some figuring out, a bit of planning, and a little luck...
(Note: You do not have to 'win' the game for them to count, unless stated!)
Multiplayer Achievements
- Speedrunner: Release 3 Spirits in a single turn.
- I Just Like Having Options: Have a total of 15 cards in your hand.
- Nothing To See Here: Have a completely empty hand at the end of the game.
- True Specialist: Release all 5 of the Spirits that match your character's Mastery type.
- Wombo Combo: Perform a Spirit ability chain-combo using 3 different Spirit Tokens in a single turn.
- Faith Alone: Release a Spirit without using any Totems.
- Count Your Blessings: Play 3 Blessings in a single turn.
- Curse You All!: Play 3 Curses in a single turn.
Solo Achievements
- A Sacred Duty: Release 3 Spirits in a single turn.
- Perfectly Balanced: Release an equal number of Light & Dark Spirits.
- Perfectly Planned: Have a completely empty hand at the end of the game.
- You're My Favourites: Release all 5 of the Spirits that match your character's Mastery type.
- No Help Needed: Win the game without playing a Blessing or Curse. (You can still discard 3 of them for 1 AP.)
- Backstabber: Use the Malicious Spirit Type ability to discard a Malicious Lost Spirit.
- Good Vibes Only: Play 3 Blessings in a single turn.
- Curse...myself?!: Play 3 Curses in a single turn.
Solo Mode
Overview
Just like in multiplayer, you play as a Spirit Guide, and your goal is to help Spirits find their way home by collecting and playing sets of enchanted items called Totems.
In Solo Mode, instead of competing against other players, you're racing to release 6+ Spirits before your time runs out - and you must release at least one of each Spirit type!
We recommend reading the 'How To Play' and 'On Your Turn' sections (pages 5 to 11) to learn about Spirit, Totem, Blessing & Curse cards, and the main Actions.
Note: The hand limit for Solo Mode is still 7 cards.
Solo Mode Setup
Choose a Spirit Guide character board and place it in front of you. We recommend using the 'A' side for your first game. (You can read more about the 'B' side on Page 13).
- Shuffle the Spirit deck and Totem deck and place them in the suggested layout.
- Search through the Blessing and Curse decks and remove any cards that do not feature the Solo Mode Icon at the bottom left, then shuffle each deck and place them in the suggested layout.
- Deal yourself a starting hand of 5 Totem cards and choose 1 of them to discard, placing it at the Shrine space.
- Deal out 3 Spirit cards to the right of the Spirit deck to form the Lost Spirits row.
- Deal out two rows of 3 Totem cards to each side of the Totem deck to form the two Totem Market rows.
Race Against the Deck
You begin each turn with 2 Action Points (AP) to spend on any combination of Actions.
Once the 2 AP are spent, and you've performed any Free Actions you'd like to take, your turn ends. Discard the rightmost Lost Spirit, shift the remaining 2 Lost Spirits a space to the right, then draw a new Spirit and place it in the empty leftmost space.
Then a new turn begins - continue taking turns like this until the Spirit deck runs out!
Spirit Type Abilities
In Solo Mode, the individual abilities on Spirit cards are not used, and are instead replaced with Spirit Type abilities, as you can find on your Solo Mode Player Aid card.
A key difference from multiplayer is that Spirit Type abilities are automatically activated as soon as you attract the Spirit to your board, meaning it's more important than ever to plan a turn ahead and attract Spirits in the right order!
For example, the Guardian Spirit ability negates the ability of the next Spirit you attract - good or bad. Playing a Malicious Spirit next would mean you wouldn't suffer the negative effects!
We recommend using the 'Protect' and '-1' Spirit Tokens to help track the Guardian and Sacred Spirit abilities, respectively.
The Solo Mode Player Aid lists the Spirit Type abilities as follows:
- Guardian Spirit: Ignore the effects of the next activated Spirit Type ability.
- Sacred Spirit: The Spirit to the left of this Spirit has -1 Totem Requirement.
- Fortune Spirit: Draw a Totem from the Totem deck.
- Malicious Spirit: Either discard 2 Totems from your hand or discard a Lost Spirit.
- Trickster Spirit: Discard your entire hand and draw 3 Totems from the Totem deck.
- Shrouded Spirit: Re-activate the ability of one of your Released Spirits.
And just like in Multiplayer, once a Spirit is released, any benefits they were providing are lost.
For example, if a Guardian Spirit is providing protection against the next Spirit Type ability and that Guardian Spirit is released before the protection is triggered, the token is removed and the protection is lost. The same applies to a Sacred Spirit Type's "-1 Totem Requirement" token.
Endgame & Scoring
The game ends when the last card of the Spirit Deck has been dealt out as a Lost Spirit. (If this happens during your first Action, finish your turn as normal.)
Now check your Released Spirits - if you've managed to release at least one of every Spirit Type then congratulations, you have won the game!
Additionally, if you've managed to release more than the required 6 Spirits, you can check your Spirit Guide Ranking on the chart below:
| Ranking | 'A' Side | Playing A Variant |
|---|---|---|
| Spirit Caller | 6 Released Spirits | 6-7 Released Spirits |
| Totem Bearer | 7 Released Spirits | 8 Released Spirits |
| Lorekeeper | 8 Released Spirits | 9 Released Spirits |
| Realm Walker | 9 Released Spirits | 10 Released Spirits |
| Spirit Master | 10+ Released Spirits | 11+ Released Spirits |
Can you become a Spirit Master?
Playing with Variants
Don't forget about the Solo Achievements on Page 15! Solo Mode is also fully compatible with:
- Character Board 'B' Side: Flip your character board over to the 'B' side and gain placement bonuses whenever you attract a Spirit to your board! Placement bonuses that require a card draw are resolved fully before the Spirit Type ability happens. (You can read more about the 'B' side on Page 13).
- Tales of the Spirit Realm: Work your way through the Tales of the Spirit Realm booklet of short stories, and try out all the Solo Mode Gameplay Modifiers!
- The Leechling Invasion Mini-Expansion: If you have the Leechling Invasion Mini-Expansion, the rules can be found on the stickers inside the pack, to be stuck on Page 25!
We recommend only playing with one of the above variants at a time! (But we won't stop you.)
General FAQs
This covers some FAQs you may have about the general rules and gameplay of Restless Spirits. For FAQs about specific Spirit abilities, check Pages 21-24.
Can I play a Double Totem to a Spirit if I'm only using it for one of the Totem Requirements? Yes, you can play a Double Totem as long as the Spirit requires at least 1 of the Totem icons. The extra Totem is just unused.
Do Blessings and Curses count towards my hand limit? Yes. Blessings, Curses and Totems all count toward your hand limit of 7 cards maximum.
If I'm already at my hand limit, can I buy a Totem from the Totem Market? Yes. But you must swap a Totem from your hand for the one you want to buy.
Does it cost an AP to release a Spirit once I have met the Totem Requirements? No. A Spirit is automatically released as soon as its 3 Totem Requirements are met, whether through playing a Totem, Blessing, Curse or otherwise!
Can I move or remove one of the Spirits that is on my board? No. Once a Spirit has been attracted and placed on your board, it cannot be freely moved or removed. Only a few specific Spirit abilities and Blessing & Curse cards allow this.
Can I have more than 3 Spirits on my board at a time? No. Spirits can only be attracted to empty slots on your board, so 3 is the maximum.
If I release a Spirit, can I still benefit from its ability? No. Once a Spirit is released, it's no longer considered to be in play. All effects related to its ability immediately end, including Ongoing effects and effects that would affect other players on a future turn, such as 'Baikeng' and 'Nalpa'. The only exceptions to this are 'Obayashi' and 'Grindavik' - you can find more details about their abilities in the Spirit FAQs from Page 21.
Can I save an Action Point for a future turn? No. AP can never be carried over into future turns. Any AP gained through abilities that isn't used on the same turn is lost.
Can Spirit abilities, Blessings and Curses combine to lower a player's starting AP to 0? No, the minimum AP a player can start their turn with is always 1.
Can I use Yotei or Grindavik to copy an opponent's ability that has already been Activated? Yes, when you use Yotei or Grindavik's abilities, imagine you are copying the target's ability text onto your own Spirit's card. Copy abilities do not steal, so opponents are unaffected, and it does not prevent them from using their ability if it has not yet been Activated.
Terminology
Glossary of Terms & Icons
- Adjacent: Refers to the space or Spirit card(s) directly next to this Spirit. (See Page 7.)
- AP/Action Points: Refers to how many Actions a player may take on their turn. AP gained through abilities, cards, or placement bonuses must be used on the same turn it was gained. Action Points never carry over into future turns. (See Pages 10 & 11.)
- Choose: Allows you to select from multiple options, not randomly. For example, an ability that lets you choose a card from a discard pile allows you to look through the discard pile before making your choice.
- Copy: Copies the Spirit ability text from a target Spirit to your Spirit. If the copied Spirit has an Ongoing ability, the corresponding Spirit Token is placed on the target Spirit card to mark it. This Spirit Token is removed when either Spirit is released. The target Spirit is unaffected by this and does not lose access to its own ability. The copied ability activates immediately, if possible. (See Grindavik, Uji & Yotei clarifications on Pages 21 & 24.)
- Destroy: A Spirit is removed from a player's board and placed in the Spirit discard pile. Any tokens that were on the card are returned to their board, and attached Totems are moved to the Totem discard pile. (See Takayama clarifications on Page 23.)
- Discard: Move a card from wherever it currently is to the relevant discard pile.
- Draw: Take a card or cards from the top of the relevant deck & add to your hand.
- Free Action: An Action that costs 0 AP. Can be used as many times as a player is able to.
- Hand Limit: The hand limit is 7 cards, which includes Totems, Blessings and Curse cards.
Spirit FAQs
Spirit Ability Clarifications
This covers Spirit ability clarifications, ordered alphabetically by Spirit Name.
Abbari - "Choose up to 3 Totems from the Shrine to add to your hand". You may look through the available Totems at the Shrine before Activating the ability. Once Activated, choose any 3 Totems and add them to your hand. You may only draw cards up to your hand limit.
Aluak - "While this Spirit is on your board, all target opponents cannot attract Spirits that match their Mastery type". This Ongoing ability is automatically Active as soon as Aluak is placed on your board. You must make other players aware of its effect. All target opponents are unable to attract Spirits matching their Mastery type using the 'Attract a Lost Spirit' or 'Refresh and Attract a Lost Spirit' Actions. Spirit abilities, Blessings and Curses that allow Spirits to be attracted can still be used as normal. The ability ends as soon as Aluak is released, discarded or destroyed.
Arrazola - "If a target opponent has released more Spirits than you, draw a Blessing for each additional Released Spirit". For example, if you've released 1 Spirit and an opponent has released 3 Spirits, targeting them would allow you to draw 2 Blessing cards. You may only draw cards up to your hand limit.
Baikeng - "On their next turn, all target opponents are unable to play Totems to their Spirits". Until the Activating player's next turn, all target opponents are unable to play Totem cards to their Spirits. Spirit abilities, Blessings and Curses that allow Totems to be played cannot be used. If an opponent has a defensive Spirit ability active, such as Nordheim or Onota's, they are not affected by Baikeng's ability, but other opponents are. If playing with the Leechling Invasion Mini-Expansion, opponents are also unable to play Totems to their Leechlings until the following turn.
Barachu - "This Spirit has -1 Totem Requirement". This Ongoing ability is automatically Active as soon as Barachu is placed on your board. You must make other players aware of its effect. You may choose which Totem Requirement to disregard. The ability ends as soon as Barachu is released, discarded or destroyed.
Gonga - "For each adjacent Sacred Spirit, gain +1 AP". Gain an Action Point for each Sacred Spirit on your board that is adjacent to Gonga when the ability is Activated. You can gain up to +2 AP when Gonga is placed in the centre of your board and there is a Sacred Spirit each side of him. You must use gained AP on the same turn the Spirit ability is Activated.
Grindavik - "Copy any target opponent's released Spirit's ability and use it as if it were this Spirit's ability". You may look through all opponents' released Spirits before Activating the ability. The copied ability Activates immediately, and the effect should be read as if it were coming from Grindavik. For example, if copying Gonga's ability "For each adjacent Sacred Spirit, gain +1 AP", count the Sacred Spirits adjacent to Grindavik on your board. If copying an Ongoing ability, the target released Spirit should be flipped face-up with the "Copy" Spirit Token placed on it, so all players can keep track of the Ongoing effect that Grindavik now has. Remove the "Copy" Token from when Grindavik has been released, discarded or destroyed. The copied released Spirit still counts towards the opponent's released Spirit count.
Jiangsu - "For each Trickster Spirit on your board, steal a random Totem from a target opponent". For example, if you have 2 Trickster Spirits, you can choose whether this ability targets one opponent twice (stealing 2 cards from them), or it targets two opponents once (stealing 1 card from each of them). You may ask opponents how many Totem cards are in their hand before choosing a target, but the stealing is done randomly. You may not look at an opponent's hand when choosing a Totem. You may only take cards up to your hand limit.
Kafrat - "If a target opponent has released more Spirits than you, they must discard half their hand". Choose an opponent that has released more Spirits to immediately discard half of the cards in their hand. This rounds up to benefit the opponent doing the discarding. For example, if the target has 5 cards in their hand, they must discard down to 3 cards in hand. Put discarded Totems in the Totem discard pile and return Blessings & Curses to the bottom of their respective decks.
Karrowkell - "If a target opponent has released more Spirits than you, draw a Curse for each additional released Spirit". For example, if you've released 1 Spirit and an opponent has released 3 Spirits, targeting them would allow you to draw 2 Curse cards. You may only draw cards up to your hand limit.
Kielderlings - "For each Guardian Spirit on your board, a target opponent must discard a Curse". If, for example, you have 2 Guardian Spirits, you can choose whether this ability targets one opponent twice (they discard 2 Curses) or it targets two opponents once (each discards 1 Curse).
Knockgour (Light Form) - "Choose a Spirit Type. Retrieve the Wild Totem matching that type and add it to your hand". Choose one of the six Spirit Types, and retrieve the associated Wild Totem from wherever it currently is, and add it to your hand. It may come from the Totem Deck, the Totem Discard Pile, the Shrine space, another player's hand, or played on their board. If retrieved from the Totem Deck, shuffle it afterwards.
Knockgour (Dark Form) - "Choose a target player to swap hands with". Choose a target opponent. You both trade hands (including Totems, Blessings and Curses). This can be blocked by the opposing player with a Spirit ability such as Nordheim's, or a Blessing/Curse.
Miki - "For each Fortune Spirit on your board, draw a Blessing". You can draw up to 3 Blessing cards with this ability, which includes Miki among the Fortune Spirits counted. You may only draw cards up to your hand limit.
Muko - "For each Shrouded Spirit on your board, draw a Curse". You can draw up to 3 Curse cards with this ability, which includes Muko among the Shrouded Spirits counted. You may only draw cards up to your hand limit.
Nalpa - "If this Spirit is adjacent to a Dark Spirit, all target opponents have -1 AP on their next turn". Until the Activating player's next turn, all target opponents begin their turn with only 1 AP. Opponents may still increase their AP in other ways. If an opponent has a defensive Spirit ability active, such as Nordheim or Onota's, they are not affected by Nalpa's ability, but other opponents are. Only one instance of this ability can be in use at a time - it cannot be stacked to reduce an opponent's AP below 1.
Nordheim - "While this Spirit is on your player board, you cannot be the target of Dark Spirit abilities". This Ongoing ability is automatically Active as soon as Nordheim is placed on your board. You must make other players aware of its effect. You cannot be the chosen target of any Dark Spirit ability. The ability ends as soon as Nordheim is released or discarded.
Nozawa - "Choose a target Light Spirit and disable its ability". Target an opponent's Guardian, Sacred or Fortune Spirit and disable its ability (Activation or Ongoing). The targeted opponent must place an Activation Token on their Light Spirit to mark that its Spirit ability can no longer be used.
Obayashi - "Once released, you have no hand limit. Draw 3 cards from the Totem deck". Once attracted to your board, you must make other players aware of the ability. Upon releasing this Spirit, draw 3 cards from the Totem deck and a Blessing as usual. Additionally, for the rest of the game you have no hand limit. You do not receive these benefits if the Spirit is removed from your board by other means, for example, if the card is discarded or destroyed.
Onota - "The next Dark Spirit ability or Curse that targets you has no effect". Take the Onota "Protect" Spirit Token and place it on Onota to show you are actively protected. When you're next targeted by an opponent, the Dark Spirit ability or Curse has no effect on you. Once this has been triggered, return the Onota "Protect" Spirit Token to the middle, and you can now be targeted by opponents as usual.
Paringa - "Draw 3 cards from the Spirit deck. You may play up to 2 of them, then discard the rest". You may only play as many Spirits as you have available spaces on your Character Board. Spirits played this way do not cost AP to place, and do not require you to offer Totems to the Shrine. If playing on the 'B' side of your Character Boards, playing Spirits this way still triggers placement bonuses. If playing with the Leechling Invasion Mini-Expansion and a Leechling is drawn, it does not latch onto a played Spirit and can be discarded.
Rinca - "If a target opponent has released more Spirits than you, gain +1 AP for each additional Released Spirit". For example, if you've released 1 Spirit and an opponent has released 3 Spirits, targeting them would gain you +2 AP. You must use gained AP on the same turn the Spirit ability is Activated.
Sanabo - "If a target opponent has released more Spirits than you, choose a card from the Totem discard pile for each additional released Spirit". For example, if you've released 1 Spirit and an opponent has released 3 Spirits, targeting them would allow you to choose any 2 cards from the Totem discard pile. You may look through the Totem discard pile before Activating the ability. You may only draw cards up to your hand limit.
Seone - "Choose an adjacent Light Spirit to have -1 Totem Requirement". When Activated, choose a Light Spirit adjacent to Seone on your board. That Light Spirit receives a -1 to its Totem Requirements. Take the Seone "-1" Spirit Token and place it on the chosen Light Spirit to mark this reduction. This -1 reduction can cause the Spirit to be released if the two other requirements are already met. The "-1" Spirit Token is removed when the chosen Light Spirit or Seone is no longer in play, whichever is first.
Takayama - "You may destroy one of your Malicious Spirits to destroy a target opponent's Spirit". Remove a Malicious Spirit from your board (it can be Takayama) and place it in the Spirit discard pile. Then, remove any target opponent's Spirit and place it in the Spirit discard pile. Any played Totem cards under destroyed Spirits are placed in the Totem discard pile.
Twizel - "Move this Spirit to occupy a space on a target opponent's board". Move this Spirit card to any open space on an opponent's Character Board. You may choose the placement. If using the 'B' side of Character Boards, the targeted opponent does not receive any placement bonus. Keep the Activation Token on the card to mark that the ability cannot be reactivated by the opponent.
Uji - "Copy any Lost Spirit's ability and use it as if it were this Spirit's ability". Take the Uji "Copy" Spirit Token and place it on the Lost Spirit that you wish to copy. The copied ability Activates immediately, and the effect should be read as if it were coming from Uji. For example, if copying Gonga's ability "For each adjacent Sacred Spirit, gain +1 AP", you should count the Sacred Spirits adjacent to Uji on your board, not the Lost Spirits that are adjacent to Gonga. Remove the Uji "Copy" Token from the Spirit card when Uji has been released, the Lost Spirit has been released by a player or moved to the Spirit discard pile, whichever is first.
Valtos - "If you have exactly 1 Light and 1 Dark Spirit on your board, draw a Blessing and a Curse". This includes Valtos, so your Character Board must consist of Valtos, any Light Spirit, and an open space. If activated when you do not meet these conditions, the ability does nothing. You may only draw cards up to your hand limit.
Virley - "While this Spirit is on your player board, you cannot be the target of Curse cards". This Ongoing ability is automatically Active as soon as Virley is placed on your board. You must make other players aware of its effect. The ability ends as soon as Virley is released, discarded or destroyed.
Wanwada - "If a target opponent has any Dark Spirits on their board, gain +1 AP". Gain +1 AP to use this turn if a target opponent has at least 1 Dark Spirit (Malicious, Trickster or Shrouded) on their board. You must use gained AP on the same turn the Spirit ability is Activated.
Yotei - "Copy any target opponent's Spirit ability and use it as if it were this Spirit's ability". Take the Yotei "Copy" Spirit Token and place it on the target opponent's Spirit that you wish to copy.
The copied ability Activates immediately, and the effect should be read as if it were coming from Yotei. For example, if copying Gonga's ability "For each adjacent Sacred Spirit, gain +1 AP", you should count the Sacred Spirits adjacent to Yotei on your board, not the opponent's placement of Gonga on their board. Opponent Spirit abilities can be copied even if they have already been Activated. Similarly, copying an opponent's Spirit ability does not stop them from using it themselves. Remove the Yotei "Copy" Token from the opponent's Spirit card when Yotei has been released or the opponent's copied Spirit has been released or destroyed, whichever is first. If the opponent's Spirit is released first or destroyed, Yotei will no longer have its copied ability active.
Zhaku - "If a target opponent has released more Spirits than you, choose a card from their hand and play it as a Free Action". Choose an opponent that has released more Spirits than you, then look through their hand of cards and play one of them as a Free Action (if possible). You may choose to play a Totem, Blessing or Curse card. If you are unable to play the card this turn, you may add it to your hand. You may only add cards to your hand up to your hand limit. If added to your hand, play the card on any future turn following normal Action Point requirements.
Expansion Rules
Leechling Invasion Mini-Expansion
Mini-expansions such as the 'Leechling Invasion' will include a sticker sheet to cover any new gameplay rules. Stick them in the space below so you can keep all the rules for Restless Spirits in one place!
(The printed rulebook page is blank apart from this instruction, so the sticker rules for the Leechling Invasion Mini-Expansion are not part of this document. The Leechling rules are referenced above only where the base rules mention them.)