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Spirit Island: Unterirdisch lauernde Reißzähne thumbnail

Spirit Island: Unterirdisch lauernde Reißzähne

Expansion for Spirit Island

Spirit Island: Unterirdisch lauernde Reißzähne Rulebook

Table of Contents

Table of Contents

  • Spirit Panel
    • Special Rule
    • Growth (Pick One)
    • Presence Tracks
    • Innate Power
    • Panel Setup and Play Style
  • Unique Power Cards
    • Ferocious Rampage
    • Gift of Furious Might
    • Herd Towards the Lurking Maw
    • Mark Territory with Scars and Teeth

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.