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How to Play Spirit Island: The Definitive Guide
So you've cracked open Spirit Island and you're staring at a sprawling island full of Dahan, Invaders, and enough confusing icons to make your brain short-circuit. Relax. Grab a drink, sit down with your crew, and let's walk through everything you need to know. By the end of this guide you'll be pushing Explorers into the sea like a pro.
Objective of the Game
Your goal is to drive the Invaders — Explorers, Towns, and Cities — off the island before they ruin everything. At the start of the game you're at Terror Level 1, and the victory condition is simple: completely clear the island of Invaders. As the game goes on you'll earn Fear Cards, which unlock higher Terror Levels with easier victory conditions. So don't panic if you can't wipe the board clean early — the game literally gives you a safety net.
But you can lose in three brutal ways:
- Too Much Blight — If the last Blight piece comes off the Blight Card, the island is finished. Often the rules just say "you lose."
- A Spirit Is Destroyed — If any Spirit has no Presence left on the island, the group loses immediately.
- Time Runs Out — If you need to draw an Invader Card to Explore but the deck is empty, you lose.
If something makes you both win and lose at the same time, you get a Sacrifice Victory — you're gone, but the island and your fellow Spirits survive. Bittersweet.
Preparation (Setup)
Before you start smashing Towns, here's how to get the table ready.
Step 1: Pick Your Spirits
Each player takes all Spirit Presence and Single-Turn Effect Markers of one color. Then choose a Spirit. Take its Spirit Panel and its 4 Unique Power Cards. If you're new, the manual suggests starting with one of the low-complexity Spirits: Lightning's Swift Strike, Vital Strength of the Earth, River Surges in Sunlight, or Shadows Flicker Like Flame.
Place your starting Presence on the island following the instructions on the back of your Spirit Panel. Once the game begins, Spirits are not restricted to their starting board. Then flip your Spirit Panels and put all remaining Presence on the dashed circles of your Presence Tracks.
Step 2: Build the Island
Randomly pick 1 Island Board per player and arrange them to form the island. Each board has 8 numbered lands (2 Jungle, 2 Mountain, 2 Sands, 2 Wetland) and a swath of Ocean. Lands touching the Ocean are Coastal; the rest are Inland. Populate the boards with Invaders, Dahan, and Blight as shown by the icons in each land.
Step 3: Set Up the Invader Board
- Place 4 Fear Markers per player into the Fear Pool.
- Shuffle the Fear Cards and place 9 on the Fear Deck Space. Divide into 3 groups of 3. Put the "Terror Level 2" divider between the top and middle groups, and the "Terror Level 3" divider between the middle and bottom groups.
- Invader Deck: Shuffle cards from each Stage separately. Put 5 Stage III cards on the Explore space, 4 Stage II on top, then 3 Stage I on top.
- Take a random Blight Card and cover the Blight Space with the "Healthy Island" side up (don't look at the back!). Place the shown amount of Blight on the card/board. If not using a Blight Card, use the Blight instructions printed on the board.
Step 4: Power Decks and Supply
- Shuffle the Minor and Major Power Decks separately. Put them near the board with room for discards.
- Put Energy, Cities, Towns, Explorers, and Dahan within easy reach.
Step 5: Starting Invader Action
Reveal the top card of the Invader Deck. Complete the Explore action in that land type, then place that card face-up in the "Build" Action Space.
New Player Shortcut
If this is your first game, grab a Power Progression Card for your Spirit. Set aside all Major and Minor Powers listed, and when you gain a new Power Card during the game, add the next one in the progression instead. Skip the Blight Card, Adversary, and Scenario.
The Turn of Play
Every turn runs through 5 phases. Play is simultaneous within each phase — you can talk, argue, and plan as much as you want.
Phase 1: Spirit Phase
Each Spirit does three things, in order:
Growth
Choose 1 option listed next to "Growth" at the upper-right of your Spirit Panel. You must do everything shown, but you may choose the order. Common options include:
- Add 1 Presence to the board at Range 2 (up to 2 lands from your existing Presence).
- Move 1 Presence already on the board instead of adding.
- Gain 2 Energy.
- Gain a Power Card.
- Reclaim all played Power Cards from your personal discard pile back to your hand.
Gain Energy
Gain an amount of Energy equal to the highest uncovered number on your Energy Presence Track. Place gained Energy on or near your Spirit Panel. Energy is individual and cannot be transferred between Spirits. Unspent Energy carries over to the next turn.
Play and Pay for Power Cards
Select Power Cards (Fast and Slow) from your hand to play this turn. The maximum you can play is the highest uncovered number on the Card Plays Presence Track, even if you have enough Energy for more. You must immediately pay Energy for all cards played — costs are in the circle at the top-left corner. You immediately gain all Elements but do not resolve effects yet. Card Plays are individual and unused ones do NOT carry over.
Phase 2: Fast Power Phase
Resolve Fast Powers — both Innate Powers printed on your Spirit Panel and played Power Cards. Resolution is mostly simultaneous. If timing matters, Powers may be resolved in any order but may not interrupt another. If you don't (or can't) use a Power's text effect, you may skip it entirely. Elements are still gained. You cannot delay Fast Powers until a later phase.
Phase 3: Invader Phase
This is when the colonizers get their turn. It has several sub-steps:
Blighted Island Effect
If the Blight Card has flipped to "Blighted Island," follow the instructions there. It never flips back.
Fear Effects
If any Fear Cards have been earned, pick up the entire stack, flip it over, and resolve one at a time in the order they were earned. For "each player" effects, one player fully resolves, then the next. Use only the effect next to the current Terror Level. Fear effects last only for the current turn. Discard them after use.
Invader Actions
The Invader Card in each Action Space determines which land(s) are affected. If there's no card in a space, that action isn't taken.
Ravage
Invaders deal simultaneous damage to the land and Dahan in each land of the shown type:
- Explorers deal 1 Damage
- Towns deal 2 Damage
- Cities deal 3 Damage
Reduce Damage by any Defend Powers played.
Step 1 — Invaders Damage the Land: If 2 or more Damage is dealt, add 1 Blight to the land. Only 1 Blight is added no matter how much Damage. If the land already has Blight, Cascade — add a Blight to 1 adjacent land, which may cascade again. Adding Blight destroys 1 Presence from each Spirit in that land.
Step 2 — Invaders Fight the Dahan: Every 2 points of Damage destroys 1 Dahan. You must destroy Dahan as efficiently as possible — damage can't be spread to avoid killing them. A Dahan hit with 1 Damage is turned upside down (Damaged) and recovers at the end of the turn.
Step 3 — Dahan Fight Back: After Invader Damage is fully resolved, each surviving Dahan deals 2 Damage to the Invaders, divided how you choose. (Skip this step in a land if the Ravage action there was skipped or stopped.) Destroying a Town generates 1 Fear. Destroying a City generates 2 Fear.
Build
Build either 1 City or 1 Town in each land of the shown type where Invaders are present. Don't Build in lands without Invaders.
- If the land has more Towns than Cities, add a City.
- In all other cases, add a Town.
Explore
Turn the top card of the Invader Deck face up. If it has a flag icon and you're playing with an Adversary, perform the Escalation effect first. If there's no card to draw, you lose. Invaders Explore in accessible lands of the shown type. Add an Explorer if the land contains a Town or City, or is adjacent to a Town, City, or Ocean. Only add 1 Explorer regardless of how many qualifying lands there are.
Advance Invader Cards
Slide all Invader Cards left one space.
Phase 4: Slow Power Phase
Resolve Slow Powers — both Innate Powers and played Power Cards. Same rules as Fast Powers: mostly simultaneous, any order if timing matters, skip effects if you can't or don't want to use them. Elements are still gained.
Phase 5: Time Passes
Everything resets:
- Discard all Power Cards played this turn to your personal discard piles.
- All Elements and Damage go away. Partial-damage pieces are returned upright.
- Remove any Reminder Tokens.
End of Game and Scoring
You win immediately when you meet the current victory condition for the Terror Level. At Terror Level 1 that means clearing all Invaders. As you earn Fear Cards you climb to Terror Levels 2 and 3, which have easier win conditions. If you hit both a win and a loss condition simultaneously, you get a Sacrifice Victory.
If you're playing with the optional scoring system:
- Victory: 5 × Difficulty, plus 10 bonus for winning, plus 2 per Invader Card remaining in the deck, plus 1 per X living Dahan (X = number of players), minus 1 per X Blight on the island.
- Defeat: 2 × Difficulty, plus 1 per X living Dahan, plus 1 per X Invader Card not in the deck, minus 1 per X Blight on the island.
Tips to Win
1. Grow Your Presence Before You Fight
It's tempting to blast Invaders immediately, but your early turns should focus on Growth — placing Presence, gaining Energy, and picking up Power Cards. More Presence means more Energy and more Card Plays, which means bigger hits later. Don't neglect your Presence Tracks: the highest uncovered number on each track is all that matters, and benefits are not additive.
2. Do As Much Damage as You Can (Every Turn)
The manual stresses: do as much as you can. When resolving a Power's effects, push every part to its limit. If one part doesn't apply, skip it and do the rest. Damage can be combined from multiple Powers. Targeting restrictions are only those listed in the target bar. And remember: destroying a Town gives 1 Fear, destroying a City gives 2 Fear — so if you're close to the next Terror Level, burning Cities is double value.
3. Watch the Blight Cascade Like a Hawk
When Invaders deal 2+ Damage to a land, 1 Blight is added. If that land already has Blight, it Cascades to an adjacent land, which can cascade again. Each Blight destroys 1 Presence from every Spirit in that land. If any Spirit loses all Presence, the group loses immediately. Keep Blight in check early, and when you can, remove Blight from lands before it spreads. A Spirit with no Presence on the island is a dead Spirit — and a dead game.
Bonus: You Can Skip Powers
If you played a Power Card but can't (or don't want to) use its effect, you may skip it entirely. You don't get your Energy back, but you still keep the Elements the card granted. This is useful when a Power has Elemental Thresholds you'd rather avoid, or when using a Power would hurt your strategy more than help.