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Spirit Island: Finder unsichtbarer Wege thumbnail

Spirit Island: Finder unsichtbarer Wege

Expansion for Spirit Island

Spirit Island: Finder unsichtbarer Wege Rulebook

Table of Contents

Table of Contents

  • Setup
  • Play Style
  • Growth (Pick One)
  • Presence Tracks
  • Innate Powers
    • Lay Paths They Cannot Help But Walk
    • Close the Ways
  • Special Rules
  • Unique Power Cards
    • A Circuitous and Wending Journey
    • Ways of Shore and Heartland
    • Paths Tied by Nature
    • Aid from the Spirit-Speakers
    • Offer Passage Between Worlds
    • Traveler's Boon

Setup

Put 1 Presence on your starting board in land #3. Put 1 Presence on any board in land #1.

You have 6 Unique Power Cards.

Play Style

All about moving the Invaders, and Dahan and [disc icon] from time to time. Good at creating Invader-free "safe zones", due to its many movement Powers and its capacity to Isolate. Can't afford to Destroy Invaders too often without a way to re-add Destroyed Presence, so either needs a big-hammer Major Power or to rely on its teammates for offense.

Changes the topology of the board, which increases complexity for all players, particularly in larger games!

Complexity: Very High.

Growth (Pick One)

Pick one. The Spirit Panel prints four Growth options, separated by dividers, each listing the following items (listed left to right as printed):

  1. Reclaim Cards; Gain Power Card; You may ignore Range this turn.
  2. Add a Presence (range 1); +1 Card Play this turn.
  3. Gain Power Card; Add a Presence (range 2).
  4. Add a Presence in any Land; Gain Energy (+2).

The arrow under an "Add a Presence" item gives its range as printed (1 or 2). The grouping of items into the four options is read from the panel layout; the printed sheet does not number them.

Presence Tracks

Presence may be uncovered along any paths from the starting 2 spaces, including traveling backwards.

The spaces printed on the tracks, as labelled on the Spirit Panel:

  • 0 (Energy/Turn), starting space
  • Sun
  • 1, Moon
  • 2, Water
  • +2 Energy
  • +1 Energy, Any (element)
  • +1 Energy, +1 Range (on everything)
  • Move Presence 1, Air
  • 1 (Card Plays), starting space
  • Earth
  • +1 Card Play/Turn (two spaces)
  • Push 1 Town/City from 1 of your lands

The printed track is a diagram of paths between spaces. This transcription lists the space labels only; the exact connections between spaces are shown on the Spirit Panel and are not restated here.

Innate Powers

Lay Paths They Cannot Help But Walk

Speed: Fast. Range: 0. Target Land: Any.

  • 2 Moon + 2 Air: Push up to half (round down) of Invaders from target land. Do likewise for Dahan, [disc icon], and Beasts (each separately).
  • 2 Sun + 2 Air: Push up to 1 Invader/Dahan/[disc icon]/Beast.
  • 2 Moon + 4 Air + 3 Water: Repeat this Power.

Close the Ways

Speed: Fast. Range: 1. Target Land: Any.

Target each level of this as a separate Power.

  • 1 Air + 2 Water: Isolate target land.
  • 2 Air + 2 Earth: Isolate target land.
  • 3 Air + 2 Plant: Isolate target land.

Special Rules

Responsibilities to the Dead: After one of your Actions Destroys 1 or more Invaders/Dahan, or directly triggers their Destruction by moving them, Destroy 1 of your Presence and lose 1 Energy. If you have no Energy to lose, Destroy another Presence.

Open the Ways: You may make up to two of your lands adjacent at a time. You may change which lands are adjacent once between Actions.

Unique Power Cards

The Unique Power Cards are listed with their printed cost, speed, range, target land, elements and effect. Speed is shown by the ring around the Energy cost (red ring = Fast, blue ring = Slow) and by the speed icon (red bird = Fast, blue spiral = Slow).

A Circuitous and Wending Journey

  • Energy cost: 0. Speed: Slow. Range: 0. Target Land: Any.
  • Elements: Moon, Air.
  • Effect: Push up to half (round up) of Invaders from target land. Do likewise (separately) for Dahan, [disc icon], and Beasts.

Ways of Shore and Heartland

  • Energy cost: 1. Speed: Slow. Range: 2. Target Land: Any.
  • Elements: Air, Water, Earth.
  • Effect: Push up to 2 Invaders/Dahan/[disc icon]/Beasts to a land that is also Coastal/Inland (whichever the target land is).

Paths Tied by Nature

  • Energy cost: 0. Speed: Slow. Range: 1. Target Land: Any.
  • Elements: Sun, Air, Earth, Plant.
  • Effect: Move up to 2 Invaders/Dahan/[disc icon]/Beasts to a land within 2 that has the same terrain.

Aid from the Spirit-Speakers

  • Energy cost: 2. Speed: Fast. Range: 1. Target Land: Any.
  • Elements: Sun, Fire, Air, and one red element icon (three strokes) that the printed sheet does not name.
  • Effect: For each Dahan, you may move 1 Invader/Dahan/[disc icon]/Beast to a land within 2 that has Dahan.

Offer Passage Between Worlds

  • Energy cost: 1. Speed: Fast. Range: 1. Target Land: Any.
  • Elements: Sun, Moon.
  • Effect: Move up to 4 Dahan between target land and one of your lands.
    • or
    • The next time Dahan would be Destroyed in target land, Destroy 2 fewer Dahan.

Traveler's Boon

  • Energy cost: 0. Speed: Fast. Range: none printed (a dash). Target: Another Spirit.
  • Elements: Moon, Water.
  • Effect: Target Spirit moves up to 3 of their Presence to one of your lands. They may move up to 1 Invader, 1 Dahan, and 1 Beast along with their Presence. (Total, not for each Presence.)