How to Play Spirit Island: Jagged Earth
1. Objective of the Game
In Spirit Island: Jagged Earth, players take on the roles of powerful spirits defending their island home from colonizing Invaders. The goal is to drive the Invaders off the island by generating enough Fear or destroying their settlements before they overrun the land with Blight. Victory is achieved by either:
- Filling the Fear Pool and reaching Terror Level III, forcing the Invaders to flee.
- Destroying all Cities and Towns before the island becomes fully Blighted.
Defeat occurs if the Blight Card flips and the Blight pool is exhausted, or if any Spirit is completely removed from the board.
2. Preparation (Setup)
Setup changes for Jagged Earth:
- Place one Beasts token in the lowest-numbered land without Setup icons and one Disease token in land #2 on each Island Board.
- Shuffle the Event Deck and place it beside the Invader Board. Using a Blight Card is now mandatory.
- For 5-6 players, use the standard layouts ("Crab" for 5P, "Two Centers" for 6P) or alternate configurations (p. 16).
- Each player chooses a Spirit and takes its panel, starting Presence, and Unique Power Cards.
- Prepare the Invader Deck, Fear Pool, and Blight Pool based on player count and Adversary level.
New components: Add Badlands, Element Markers, and other tokens (p. 6-8). For Aspect Cards, replace a Spirit's Special Rule or Innate Power as indicated (p. 9).
3. Game Flow
Each round follows this structure:
- Spirit Phase: Players simultaneously:
- Choose Growth options (may cost Energy)
- Gain Energy from tracks
- Play Power Cards (Fast/Slow)
- Fast Powers Phase: Resolve Fast Powers in any order.
- Invader Phase:
- Resolve Blighted Island effects (if applicable)
- Draw and resolve an Event Card (skip on first turn)
- Resolve Fear Cards (if earned)
- Perform Invader Actions (Explore/Build/Ravage) per cards on the Invader Board
- Slow Powers Phase: Resolve Slow Powers in any order.
- Time Passes: Advance Invader Cards, refresh used Powers, and prepare for the next round.
New rule: Actions are now clearly defined groups of effects (p. 10). For example, each Power use or land's Ravage is one Action.
4. Actions and How to Play
Key new mechanics:
- Isolate: Prevents Invaders from Exploring or using adjacency (p. 10). Does not affect Blight cascades.
- Badlands Tokens: Boost Damage to Invaders/Dahan by +1 per token per Action (p. 8). Mandatory.
- Tokens:
- Beasts/Wilds/Disease: Affect Events and Powers (p. 7)
- Strife: Attaches to Invaders, nullifies their Damage (p. 7)
- Ravage Timing: Now a 5-step process (p. 7):
- Sum individual Invader Damage
- Apply land-wide modifiers
- Reduce with Defend
- Deal Damage simultaneously
- Dahan retaliate
Spirit Growth: Some Spirits can change the board during Growth (p. 12). Declare "Growth" to avoid confusion with Powers.
5. End of Game and Scoring
The game ends immediately when:
- Victory:
- All Cities/Towns are destroyed at Terror Level III, OR
- Invaders meet destruction conditions on the final Fear Card.
- Defeat:
- The Blight Card flips and the pool is exhausted, OR
- Any Spirit has no Presence on the board.
New Blight Cards: Some say "Still Healthy" and provide a secondary pool. When exhausted, draw a new card instead of losing (p. 9).
6. Tips to Win
- Control the Explore-Build cycle: Preventing initial Explorers (via Isolate or destruction) is more efficient than cleaning up later-stage Invaders (p. 10).
- Leverage Badlands strategically: Place them in lands where Dahan can retaliate or where you plan concentrated attacks (p. 8).
- Adapt to Adversaries: For example, Russia's Explorers are deadly – prioritize control Powers (p. 22). Habsburg Monarchy's migrating Towns require flexible defenses (p. 22).
Consulte o manual para detalhes sobre esta seção.