Spirit Island: Sonnenheller Wirbelwind
Spirit Island: Sonnenheller Wirbelwind Rulebook
Table of Contents
Table of Contents
Spirit Panel
Special Rule
A Stiff Wind at Their Backs
After you Add a Presence during Growth, Push up to 1 Explorer or Beast from that land.
(Let other players know this is due to your Special Rule, so they know you're still in the Spirit Phase and not using a Power.)
Growth (Pick One)
- Reclaim Cards.
- Gain Power Card (+1).
- Gain Energy (+1).
- Add a Presence (1).
- Gain Energy (+4).
- Gain Power Card (+1).
- Add a Presence (4).
(The panel prints these as three option groups, separated by dividers: Reclaim Cards, Gain Power Card, and Gain Energy (+1) in the first group; Add a Presence (1) and Gain Energy (+4) in the second; Gain Power Card (+1) and Add a Presence (4) in the third. Pick one group.)
Presence Tracks
Energy/Turn track: 1 (Energy/Turn), 2, 3 (Sun element), 4 (Air element), 6.
Card Plays track: 1, 2, 3, Air element, 4, 5 (Sun element).
Innate Power
Violent Windstorms
- Speed: Slow.
- Range: 1.
- Target Land: Any.
Thresholds:
- 1 Sun + 2 Air: Push up to 1 Explorer.
- 2 Sun + 3 Air: 1 Blight. Push up to 2 Explorers or Beasts.
- 2 Sun + 4 Air: For each Invader Pushed by this Power, 1 Damage in the land it was Pushed to.
- 3 Sun + 5 Air: 4 Damage (in target land).
(Innate Powers perform all thresholds reached, in order, on the same target land unless specified.)
Panel Setup and Play Style
Setup: Put 3 Presence on your starting board: 1 in the highest-numbered Sands, 2 in the lowest-numbered Mountain.
You start with your 4 Unique Power Cards and 0 Energy.
Play Style: Incredibly good at handling Explorers, clearing newly-Explored lands of Invaders so they don't Build there. Not nearly so good at dealing with Towns and Cities.
Can focus on Energy and largely forego its Innate Power, focus on Plays to aim for mid-to-high Innate thresholds, or strike a more balanced path. Adds at most 1 Presence per turn, so there won't be time to do it all.
(The panel's Starting Summary is a bar chart of Offense, Control, Fear, Defense and Utility and is not transcribed.)
Unique Power Cards
The spirit has eight Unique Power Cards. You start with four; the rest are gained in play.
Exaltation of Tangled Growth
- Cost: 0. Elements: Water, Earth, Plant.
- Speed: Slow. Range: 0. Target: Another Spirit.
Target Spirit may pay 1 Energy to Gain a Power Card.
You may pay 2 Energy to Gain a Power Card.
Foul Vapors and Fetid Muck
- Cost: 0. Elements: Fire, Air, Water, Earth.
- Speed: Slow. Range: 2 (from Presence). Target Land: Invaders.
1 Blight.
Push up to 2 Explorers.
Gift of the Sunlit Air
- Cost: 0. Elements: Sun, Fire, Air.
- Speed: Fast. Range: 0. Target: Any Spirit.
Target Spirit gets +1 Range with all their Powers.
If you target another Spirit, they gain 1 Energy.
Gift of Wind-Speed Steps
- Cost: 1. Elements: Sun, Air, Animal.
- Speed: Fast. Range: 0. Target: Any Spirit.
Target Spirit may make 1 Power which says "Push" or "Gather" (Fast) (for this turn).
If you target another Spirit, they gain 1 Energy.
Intractable Thickets and Thorns
- Cost: 2. Elements: Moon, Plant.
- Speed: Fast. Range: 1. Target Land: Any.
1 Blight.
Defend 5.
Open Shifting Waterways
- Cost: 1. Elements: Moon, Water, Animal.
- Speed: Slow. Range: 1. Target Land: Any.
Gather up to 2 Beasts.
If Beasts and Invaders are present, 1 Blight and 1 Damage.
Scatter to the Winds
- Cost: 1. Elements: Fire, Air, Water.
- Speed: Slow. Range: 2. Target Land: Any.
Choose up to 5 Explorers, Beasts, or Towns. Push them to as many different lands as possible.
Tempest of Leaves and Branches
- Cost: 2. Elements: Sun, Air, Plant.
- Speed: Fast. Range: 1 (from Presence). Target Land: Any.
Choose up to 5 different Invaders (in target land).
1 Damage to each of them.