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Spirit Island · Reference sheet

Spirit Island reference sheet

Overview

  • Cooperative game for 1–4 players; each player is a Spirit defending an island from colonizing Invaders [p.3 — Gameplay Overview]
  • Win by meeting the current Terror Level victory condition (clear Invaders per level) [p.12 — Victory and Defeat]
  • Lose if: Blight runs out on the Blight Card, any Spirit has no Presence left, or the Invader Deck is empty when you must Explore [p.12 — Victory and Defeat]
  • Core loop: Spirits grow in power, play Power Cards, then Invaders automatically Ravage → Build → Explore each turn [p.8 — Sequence of Play]
  • Playtime ~90–120 min; slightly shorter at 1–2 players [p.3 — Gameplay Overview]

Setup

  1. Place Invader Board; add 4 Fear Markers per player to Fear Pool [p.6 — Invader Board]
  2. Shuffle Fear Cards; place 9 on Fear Deck with Terror Level 2 divider 3 from bottom, Terror Level 3 divider 3 above that [p.6 — Invader Board]
  3. Build Invader Deck: 3 Stage I + 4 Stage II + 5 Stage III (random from each stage); place on Explore Action Space [p.6 — Making the Invader Deck]
  4. Place random Blight Card (Healthy side up) on Blight Space; add shown Blight to card [p.6 — Invader Board]
  5. Place 1 Island Board per player; populate with Invaders, Dahan, and Blight per board icons [p.6 — The Island and Supply]
  6. Shuffle Minor and Major Power Decks separately; place near board [p.6 — The Island and Supply]
  7. Each player picks a Spirit, takes its Panel + 4 Unique Power Cards; follow Spirit Panel setup instructions for starting Presence [p.6 — Player Setup]
  8. Place remaining Presence on dashed circles of Presence Tracks (leftmost solid-circle numbers stay uncovered) [p.6 — Player Setup]
  9. Invaders' Starting Action: Reveal top Invader Card → Explore that land type → place card face-up in Build Space [p.6 — Invaders' Starting Action]

Turn structure

Each turn in order (all players act simultaneously within each phase):

  1. Spirit Phase — Each Spirit: (a) choose a Growth option, (b) gain Energy = highest uncovered Energy Track number, (c) select and pay for Power Cards (Fast and Slow); gain Elements immediately [p.8 — Spirit Phase]
  2. Fast Power Phase — Resolve all Fast Powers (Innate + cards); cannot delay to Slow Phase [p.8 — Fast Power Phase]
  3. Invader Phase — (a) Blighted Island effect if applicable, (b) resolve earned Fear Cards, (c) Ravage, (d) Build, (e) Explore, (f) Advance Invader Cards left [p.9 — Invader Phase]
  4. Slow Power Phase — Resolve all Slow Powers (Innate + cards) [p.10 — Slow Power Phase]
  5. Time Passes — Discard played Power Cards to personal discard; clear all Damage and Elements [p.10 — Time Passes]

Actions

Invader Actions (automated — card in each space determines land type affected)

Action Trigger Effect
Ravage Card in Ravage space Invaders deal Damage (Explorer 1, Town 2, City 3) to land & Dahan; ≥2 Damage → add Blight; surviving Dahan fight back (2 Damage each) [p.9]
Build Card in Build space In lands WITH Invaders: more Towns than Cities → add City; otherwise → add Town [p.10]
Explore Top of Invader Deck Add 1 Explorer to each land of shown type that contains or is adjacent to a Town, City, or Ocean [p.10]

Spirit Actions (chosen during Spirit Phase)

Growth Option (common) Effect
Add Presence Place Presence up to Range 2 from existing Presence [p.14]
Gain 2 Energy +2 Energy beyond normal income [p.14]
Gain a Power Card Draw 4 Minor or Major; keep 1 (gaining Major → Forget 1 card) [p.18]
Reclaim All Return all Power Cards from discard to hand [p.14]

Combat

Ravage sequence (per land with Invaders of shown type):

  1. Invaders deal Damage: Explorer = 1, Town = 2, City = 3 [p.9 — Ravage]
  2. If total Damage ≥ 2 → add 1 Blight to land (once per land regardless of total) [p.9 — Ravage]
  3. Every 2 Damage to Dahan destroys 1 Dahan; 1 leftover Damage = flip Dahan (damaged, recovers end of turn) [p.9 — Ravage]
  4. Surviving Dahan fight back: each deals 2 Damage to Invaders (your choice how to distribute) [p.9 — Ravage]
  5. Damage equal to or exceeding Health destroys the piece; destroyed Town = 1 Fear, City = 2 Fear [p.15 — Invaders]

Invader Health: Explorer 1 HP · Town 2 HP · City 3 HP · Dahan 2 HP [p.15–16]

Blight cascade: Adding Blight to a land that already has Blight → also add 1 Blight to an adjacent land (chains if that land also has Blight); each Blight added destroys 1 Presence per Spirit in that land [p.15 — Blight]

Scoring

  • Victory: 5 × Difficulty + 10 (win bonus) + 2 per Invader Card remaining in deck [p.23 — Scoring]
  • Defeat: 2 × Difficulty + 1 per Invader Card not in deck (discard + face-up under Actions) [p.23 — Scoring]
  • Both: +1 per X living Dahan − 1 per X Blight on island, where X = number of players [p.23 — Scoring]

End of game

Win immediately when you meet the current Terror Level victory condition [p.12 — Victory and Defeat]:

  • Terror Level 1: No Invaders anywhere on the island
  • Terror Level 2: No Towns or Cities on the island
  • Terror Level 3: No Cities on the island
  • Terror Level Victory card earned: Immediate win

Lose immediately if [p.12 — Victory and Defeat]:

  • Last Blight comes off the Blight Card (follow card instructions — usually lose)
  • Any Spirit has zero Presence remaining on the island
  • Must draw an Invader Card to Explore but the deck is empty

Glossary

  • Sacred Site: Land where a Spirit has 2+ Presence; required by some Powers [p.13 — Presence and Sacred Sites]
  • Cascade: When Blight is added to a land that already has Blight, 1 Blight must also be added to an adjacent land (chains) [p.15 — Blight]
  • Gather: Move pieces into the target land from adjacent lands (Range boosts don't extend Gather distance) [p.19 — Gather and Push]
  • Push: Move pieces out of the target land to adjacent lands (Range boosts don't extend Push distance) [p.19 — Gather and Push]
  • Defend X: Reduces total Invader Damage to land/Dahan by X this turn; multiple Defends add together [p.18 — Defend]
  • Terror Level: 1–3 scale of Invader fear; sets the current win condition; advances when Terror Level dividers are revealed [p.12 — Fear and Terror]
  • Escalation: Effect on Stage II Invader Cards triggered when revealed (only relevant when using an Adversary) [p.10 — Stage II Escalation]
  • Forget a Power Card: Permanently remove a card from your hand/discard/play; required after gaining a Major Power [p.18 — Gaining Power Cards]
  • Elemental Threshold: Bonus Power effect that activates only if you have the required Elements this turn; Elements are checked, not spent [p.17 — Elemental Thresholds]
  • Reclaim One: Presence Track space; while revealed, return 1 Power Card from discard to hand each Spirit Phase [p.14 — Anatomy of a Spirit Panel]
  • Remove vs. Destroy: Removing Invaders returns them to supply with no Fear; Destroying generates Fear (Town = 1, City = 2) [p.18 — Damage, Destruction, and Removal]

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