Player aid
Spirit Island
Island Spirits join forces using elemental powers to defend their home from invaders.
Credits: Keith Rudolph
Contents
- Optional: Select an Adversary and/or Scenario and alter setup based on their instructions.
- Put 4 Fear Markers per player into the Fear Pool.
- Put the Beast, Wilds, Disease, and Strife tokens in their spaces on the Invader Board extension.
- Shuffle the Event deck and put it on the Events space on the Invader Board extension.
- Shuffle the Fear cards and put 9 on the Fear Deck space. Place the Terror Level 3 divider 3 cards from the bottom and the Terror Level 2 divider 3 cards above that.
- Sort the Invader cards by stage and shuffle each. Form the Invader deck using 5 Stage III, 4 Stage II, and 3 Stage I cards.
- Shuffle the Blight cards and place 1 Healthy Island side up on the Blight space. Place Blight onto the card as instructed. IMPORTANT: ADD 1 MORE BLIGHT THAN INSTRUCTED.
- Choose 1 random Island board per Spirit and arrange the tiles.
- Place Dahan, Blight, and Invaders as shown on each island space.
- Place 1 Beast token on the lowest-numbered land with no printed Setup icons on each Island board.
- Place 1 Disease token on land #2 on each Island board.
- Shuffle the Minor and Major Power decks.
- Each player chooses a Spirit and gets their Spirit's board and starting cards.
- Each player follows the setup instructors shown on the back of their Spirit board with each player choosing a unique Island board to start on.
- Reveal the top Invader card. Invaders Explore in that land type. Place the card in the Build action space.
- When using Powers, you may always choose to skip them but do not get any Energy back.
- Elements are never spent; an Element icon can power multiple effects.
- When using a Power, you must choose a space within the appropriate range and any other targeting criteria.
- When all of the Fear tokens have been moved to the Generated Fear, place the top Fear card from the deck face down into the earned space. Move all Fear tokens back to the Fear Pool and continue adding to the Generated Fear if necessary.
- If a Blight token is added to a land that already has a Blight token, place a Blight token onto an adjacent land as well. This may cause a cascade.
- If a Blight token is added to a space with Spirit Presence, each Spirit in that land must remove 1 of their discs in that space from the game.
- If the Health Island card is emptied of Blight, immediately flip it to its Blighted Island side.
- If the last Blight is removed from the Blighted Island card, carry out its effect.
- If an Explorer would ever be placed into a space with a Wilds token, do not place the Explorer and discard a Wilds token.
- If Invaders would ever build in a space with a Disease token, do not build and instead discard a Disease token.
- If an Invader has a Strife token under them, they deal 0 damage and discard one of their Strife tokens. This happens even if the Invader would deal 0 damage because of a Defend X. If Invaders damage other Invaders, the Strife token has no effect and is not removed. Invaders bring any Strife tokens they have with them if they move. An Invader's Strife tokens are removed if they are replaced by something else.
- The first time each Action Damages Invaders in a land, increase that Damage by 1 per Badlands. The first time each Action Damages Dahan in a land, increase that damage by 1 per Badlands. This only applies if at least 1 point of Damage is inflicted normally.
- "Origin land" refers to the land with the Presence from which you're targeting the Power or measuring Range.
- If a piece is saved from destruction, remove all damage from that piece; they cannot be destroyed or dealt damage a second time by the action they were just saved from.
- Game ends in loss immediately if a Spirit loses their last presence disc from the board, you need to draw an Invader card but there are none left, the Blight card or Invader and/or Scenario cards result in a losing condition.
- Game ends immediately in victory if you satisfy the current victory condition based on the Terror level (Level 1: destroy all Explorers, Towns, and Cities; Level 2: destroy all Towns and Cities; Level 3: Destroy all Cities).
- Anything that refers to "Once per Action" can be defined like this:
- One use of a Power
- A Ravage, Build, or Explore in a single land.
- Everything 1 Fear Card, Main Event, Token Event, Dahan Event, or Blight Card does. Any effect that applies for "each board/land/player/spirit" is treated as separate actions.