Spirit Island: Unterirdisch lauernde Reißzähne
Spirit Island: Unterirdisch lauernde Reißzähne Rulebook
Table of Contents
Table of Contents
Spirit Panel
Special Rule
Territorial Aggression
Your Damage-Dealing Powers do +1 Damage.
(This adds +1 Damage total for the Power, even if the Power Damages multiple Invaders or "each Invader". It can boost Minor / Major Power Cards, too, not just your Uniques + Innate.)
Growth (Pick One)
The panel prints three option groups, separated by dividers. Pick one group; each group gives both items shown in it.
- Group 1: Reclaim Cards, and Add a Presence (0).
- Group 2: Gain Power Card (+1), and Add a Presence (1).
- Group 3: Add a Presence (2), and Gain Energy (+3).
Presence Tracks
Energy/Turn track: 2 (Energy/Turn), Fire, 3, 4, Animal, 6, 7.
Card Plays track: 1 (Card Plays), 2, Animal, Fire, 3, Earth, 4.
Innate Power
Death Approaches From Beneath the Surface
- Speed: Slow.
- Range: 1.
- Target Land: Invaders.
Thresholds (each threshold lists the number of each element needed, then its effect):
- 1 Fire + 1 Animal: If you don't have a Presence in target land, Gather 1 of your Presence. (This is required.)
- 2 Fire + 1 Earth + 2 Animal: 1 Damage. (+1 for your "Territorial Aggression" Special Rule.)
- 3 Fire + 1 Earth + 3 Animal: 2 Damage.
- 4 Fire + 2 Earth + 5 Animal: 2 Blight. 4 Damage.
(Innate Powers perform all thresholds reached, in order, on the same target land.)
Panel Setup and Play Style
Setup: Put 1 Presence on your starting board, in land #5.
You start with your 4 Unique Power Cards and 0 Energy.
Play Style: Likes being in the same lands as Invaders, so it can use Range 0 offensive and defensive Powers. The first of its Innate Power can give some mobility, if needed.
Has a poor Plays track and potent but expensive Unique Powers, so can be better at handling fewer large threats than lots of little ones.
(The panel's Starting Summary is a bar chart of Offense, Control, Fear, Defense and Utility. In order of bar length it reads: Offense (longest), Control, Fear, Defense, Utility (shortest).)
Unique Power Cards
The spirit has four Unique Power Cards, all of which it starts with.
Ferocious Rampage
- Cost: 2. Elements: Fire, Animal.
- Speed: Slow. Range: 0. Target Land: Any.
1 Blight.
3 Damage to Dahan/Invaders only.
(+1 Damage to Dahan/Invaders from your "Territorial Aggression" Special Rule.)
Gift of Furious Might
- Cost: 1. Elements: Moon, Fire, Animal.
- Speed: Fast. Range: — (a dash is printed; no number). Target: Another Spirit.
Target Spirit may deal +3 Damage this turn with one of its Damage-dealing Powers.
(This adds +3 Damage total, even for a Power that Damages multiple Invaders or "each Invader".)
Herd Towards the Lurking Maw
- Cost: 1. Elements: Water, Earth, Animal.
- Speed: Slow. Range: 0. Target Land: Any.
1 Blight.
Gather up to 1 Dahan/Invader.
Mark Territory with Scars and Teeth
- Cost: 2. Elements: Sun, Earth, Animal.
- Speed: Fast. Range: 0. Target Land: Any.
Defend 9.
2 Blight if Invaders are present.
Push 2 Explorers.