Objective of the Game
In Spirit Island: Feathers & Flames, players take on the roles of powerful Spirits defending their island from invading forces. Your goal is to protect the island's natural essence and prevent the Invaders from establishing permanent control. To win, you must successfully repel the Invaders and prevent them from causing too much Blight or destroying the island's natural balance.
Setup
To set up the game, follow these steps based on the provided components:
- Place the Spirit Panels (4 provided) and Scenario Panels (2 provided) on the table.
- Set up the Adversary Panel (1 provided).
- Prepare the Spirits: Each player chooses a Spirit. You may optionally choose to use an Aspect Card for your Spirit to change its play style or complexity. Note that an Aspect may replace an existing Special Rule or Innate Power as indicated on the card. You may use at most one Aspect per Spirit.
- Distribute the necessary Power Cards, Aspect Cards, Fear Cards, and Adversary components.
- Place Reminder Tiles as needed for the chosen scenario.
- Consult the manual for details about this section.
Game Flow
The game progresses through a structured sequence of phases. While the specific order of a full round depends on the base game rules, the following elements are central to the gameplay described in this expansion:
- Spirit Phase: During this phase, players may take optional Actions such as Reclaim One, Move Presence, Push Town, or Pay 2 Energy to Gain a Power Card. Additionally, players may benefit from Presence Track Bonuses (such as +2 Energy or +1 Card Play) which are constantly in effect.
- Invader Phase: This phase includes the Ravage Step, where you resolve Ravage Cards from the Invader Board. These cards cause Ravage Actions in specific lands. Note that Invader Actions (like Ravage, Build, or Explore) are distinct from other effects caused by Event Cards or Adversary Rules.
Actions and How to Play
An Action is defined as a group of game effects that go together. Common Actions include using a Power, performing a Ravage, Build, or Explore in a single land, or resolving everything a Fear Card, Main Event, Token Event, Dahan Event, or flipped Blight Card does.
Key Mechanics and Terms
- Isolate: Some Powers allow you to Isolate a land. When a land is Isolated:
- Invaders do not Explore Isolated lands, and Isolated lands are not a source of Explorers.
- As far as Invader pieces are concerned, an Isolated land isn't adjacent to anything (unless you choose otherwise).
- Isolate does not affect Blight cascades.
- Isolate does not change whether a land is Coastal.
- The effect only lasts for the current turn.
- Saved from Destruction: Some effects prevent Dahan or Invaders from being Destroyed. If destruction is prevented, clear all Damage on that piece. A piece that has been "saved" cannot be Destroyed a second time or dealt additional Damage by the same Action that just failed to destroy it.
- Presence Track Bonuses: Certain Spirits have bonuses on their Presence Tracks. Elements and static bonuses (like "+1 Range on everything") are always in effect. Other bonuses (like "+2 Energy") modify your normal income or available Card Plays.
End of Game and Scoring
Consult the manual for details about this section.
Tips for Winning
- Manage Complexity: If you are playing a Spirit for the first time, consider not using an Aspect, or choose one that decreases complexity to better learn the Spirit's mechanics.
- Strategic Isolation: Use Isolate effects to trap Invaders, preventing them from Exploring or providing Explorers, effectively disrupting their ability to expand.
- Watch the Coast: Be mindful of Coastal lands and Coastal Cities, as certain Adversaries may make them harder to manage.