Full manual text

PROMO RULES
4 Spirit Panels
2 Scenario Panels
1 Adversary Panel
18 Unique Power Cards
ASPECT CARDS
Aspect Cards provide new ways to play familiar
Spirits, portraying some facet of that Spirit’s nature
more strongly or in a different fashion. This promo
pack includes Aspects for the four low-complexity
Spirits from the base game.
The back of an Aspect Card shows which Spirit it’s
for and the front shows how to use it, providing a
new Special Rule or Innate Power. To keep the Spirit
balanced, an Aspect may Replace an existing Special
Rule or Innate Power or require other changes during
Setup; these changes are indicated at the top of the
Card.
The use of Aspects is entirely optional; decide whether
to use one and which to use when choosing Spirits. Use
at most one Aspect per Spirit. Aspects may change a
Spirit’s play style or complexity; if playing a Spirit for
the first time, either don’t use an Aspect, or use one
that decreases complexity.
PRESENCE TRACK BONUSES
These Spirits have bonuses on their Presence Tracks
other than Elements and “Reclaim One”. Elements
and static bonuses (like “+1 Range on everything”)
are constantly in effect, and cannot be turned off.
Spaces which say “+2 Energy” or “+1 Card Play” modify
your normal Energy income or Card Plays available.
Everything else
(Reclaim One, Move Presence, Push
Town, Pay 2 Energy to Gain a Power Card, etc.)
is an
optional Action you may take once per turn during the
Spirit Phase.
ISOLATE
Some Powers for these Spirits tell you to Isolate a land,
representing the Invaders being mired, trapped, or
otherwise incapable of traveling. This has two effects:
1. Invaders do not Explore Isolated lands and
Isolated lands are not a source of Explorers.
2. As far as Invader pieces are concerned, an
Isolated land isn’t adjacent to anything...
unless you want it to be.
DETAILS:
• Isolate does not affect Blight cascades – Blight
is not an Invader piece, so is not impacted.

(Thematically, things which prevent humans
from traveling don’t affect ecosystem damage
spreading.)
• Isolate
does not change whether a land is
Coastal. (‘Coastal’ is a land type defined by the
land’s adjacency to the Ocean. Invader-specific
adjacency changes don’t affect that.)
• Like all effects not marked by a change to the
board, Isolate only lasts for the current turn.
• You can let Invaders in an Isolated land use
some or all adjacencies for a given Action,
if you like.
SAVED FROM DESTRUCTION
A few effects can prevent Dahan or Invaders from
being Destroyed.
• If a Dahan or Invader takes enough Damage to
Destroy it but that destruction is prevented, clear
all Damage it has at that moment.
• Saved Dahan and Invaders can’t be Destroyed a
second time or be dealt additional Damage by
the Action they were just saved from, even if that
effect has leftover Damage, additional instances
of Damage, or Destroy instructions.
ACTIONS
The base game defines some terminology imprecisely.
There is new wording that will be used going forward.
Some rules specify things that should happen “once
per Action”, “the first time during an Action”, or “after
(some Action that does a particular thing)”. An Action
is just a group of game effects that go together – e.g.,
the following are common Actions:
• One use of a Power;
• A Ravage, Build, or Explore in a single land;
• Everything one Fear Card does (*);
• Everything a Main Event does (*);
• Everything a Token Event does (*);
• Everything a Dahan Event does (*);
• Everything a flipped Blight Card does (*).
(*) = With one exception: “Each board”, “Each land”,
“Each player”, or “Each Spirit” instructions cause one
Action per qualifying board, land, player, or Spirit.
5 Fear Cards
5 Aspect Cards
4 Adversary
Reminder Tiles

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This Replaces the somewhat imprecise “effect”
terminology of the base game. It is not intended to
change how anything from the base game or Branch
& Claw works. For more exhaustive details, see the
Jagged Earth rulebook, which is available online.
INVADER ACTIONS
What were previously just called “Invader Actions”
have several different parts. Using Ravage as an
example, there’s the Ravage Step of the Invader
Phase, in which you Resolve zero or more Ravage
Cards on the Invader Board, each of which causes
Ravage Actions in some number of lands.
Note: The Invaders may do things on the board as
a result of Event Cards, Fear Cards, Adversary rules,
etc., but unless these cause an Explore, Build, or
Ravage, these are not Invader Actions. Therefore,
they are not prevented by things like A Year of Perfect
Stillness or Paralyzing Fright.
DOWNPOUR DRENCHES THE WORLD FAQS
• Once your 2nd Innate Removes Presence from
the island, that Presence is treated the same as
Destroyed Presence. (So could, e.g., be Returned
through Blazing Renewal.) “Destroy” isn’t used
because effects which prevent Destruction can’t
prevent it.
FINDER OF PATHS UNSEEN FAQS
• When you use a Presence placement Growth
option to uncover its “+1 Range” track benefit,
the benefit doesn’t apply until after the Presence
has been placed.
• Responsibilities to the Dead only triggers
after Invaders/ are actually Destroyed.
If something prevents the Destruction, it doesn’t
trigger.
• If you use Open the Ways to make a land
adjacent to the Ocean, then yes, that land
becomes Coastal.
• The icon is from Jagged Earth and Branch
& Claw. If not playing with those expansions,
ignore it. This doesn’t change the balance of the
Spirit.
• If you have multiple paths to a single Presence
spot, you don’t gain the benefits twice.
Spirit Island is the property of
Flat River Group, LLC © 2016
For more information about this
and other great games,
go to www.GreaterThanGames.com.
If you have any questions,
or require replacement pieces,
please email contact@greaterthangames.com.
For specific card clarifications and
answers to any other questions, visit the
Living FAQ at https://querki.net/u/
darker/spirit-island-faq.?
KINGDOM OF SCOTLAND : KING JAMES
VII, SON OF KING CHARLES II (HOUSE OF
STEWART)
Scotland’s position in northern Britain has always been
a balancing act. King James VII plays this role well,
playing the larger and more populous Kingdom of
England to the south against the Kingdom of Sweden
across the North Sea and the powerful Kingdom of
France on the European mainland. His efforts are
aided by the recent success of the Darien colony on
the Isthmus of Panama. Thanks to distrust and rivalry
among the major naval powers of England, Sweden,
Spain, and France, Scotland has emerged as the
primary broker of international trade.
The Kingdom of Scotland is currently in a tenuous
alliance with Spain, France, and England against the
northern European alliance of the Sweden, Hapsburg,
and Prussian Kingdoms. However, Scottish merchants
frequently carry Swedish goods on the side, rendering
any attempt to blockade the North Atlantic largely
moot.
Scotland controls the key colony of Darien, allowing
Scottish merchants to transfer goods from the Atlantic
to the Pacific without traveling thousands of miles
out of their way around South America. With the
unique ability to rapidly ship goods to the Pacific,
Scotland has begun to quickly settle the Pacific Rim,
establishing colonies in other key trading locations
throughout the region.
This Adversary is notably easier for Spirits that can
outright skip Invader actions.
This Adversary is notably harder for Spirits that have
a hard time stopping Coastal Cities from being Built
(e.g., Shroud of Silent Mist)
This Adversary is
very swingy on Board D, due to the
double coastal Wetland.
VER : 22.04

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