Spirits

A Spread of Rampant Green

A Spread of Rampant Green

Moderate

Fairly good at dealing with Towns, but terrible at handling Explorers (who are unfazed by prolific foliage).

A Spread of Rampant Green

Regrowth

Harder

Spirits (and their Aspects)

A Spread of Rampant Green

Tangles

Harder

Gift of Proliferation with Belligerent and Aggressive Crops

Breath of Darkness Down Your Spine

Breath of Darkness Down Your Spine

High

Abducts lone Invaders to gain and keep them off the board for a time; its mobile Incarna is particularly useful for this.

Bringer of Dreams and Nightmares

Bringer of Dreams and Nightmares

High

With most Spirits, Terror Victories are a backup plan if the main push against the Invaders stalls out for too long, but Bringer turns Fear into a more viable primary strategy.

Bringer of Dreams and Nightmares

Enticing

Same complexity

Spirits (and their Aspects)

Bringer of Dreams and Nightmares

Violence

Harder

Dreams of the Dahan with Bats Scout for Raids by Darkness.

Dances Up Earthquakes

Dances Up Earthquakes

Very High

Very much about tempo and timing: Can play high-cost Powers extremely easily, but they won't take effect until later in the game.

Devouring Teeth Lurk Underfoot

Devouring Teeth Lurk Underfoot

Low

Likes being in the same lands as Invaders, so it can use Range 0 offensive and defensive Powers.

Downpour Drenches the World

Downpour Drenches the World

High

Cares about the question "How useful is this Power in the current context?

Ember-Eyed Behemoth

Ember-Eyed Behemoth

Moderate

Slowly but consistently stomps its Incarna around the island, smashing Invaders.

Eyes Watch from the Trees

Eyes Watch from the Trees

Low

Good at Defending against Ravages, and at steadily earning .

Fathomless Mud of the Swamp

Fathomless Mud of the Swamp

Low

Likes having where Invaders will Build, but may need to re-create those after oozing outwards with its Innate Power.

Finder of Paths Unseen

Finder of Paths Unseen

Very High

All about moving the Invaders - and // from time to time.

Fractured Days Split the Sky

Fractured Days Split the Sky

Very High

Excellent at support and sweeping indirect effects, but starts off very limited otherwise.

Grinning Trickster Stirs Up Trouble

Grinning Trickster Stirs Up Trouble

Moderate

Requires some comfort with risk: both Overenthusiastic Arson and Let's See What Will Happen involve uncertainty about how the Fast Powers phase will pan out.

Heart of the Wildfire

Heart of the Wildfire

High

The smaller the game, the more restraint is needed to prevent tipping the island over into being completely Blighted.

Heart of the Wildfire

Transforming

Harder

Spirits (and their Aspects)

Hearth-Vigil

Hearth-Vigil

Moderate

Very good at protecting in its lands, not so great at stopping .

Keeper of the Forbidden Wilds

Keeper of the Forbidden Wilds

Moderate

A slowly growing wall - expanding can sometimes be difficult, but the Invaders will have an equally difficult time penetrating wherever the Keeper plants itself.

Keeper of the Forbidden Wilds

Spreading Hostility

Harder

Spirits (and their Aspects)

Lightning's Swift Strike

Lightning's Swift Strike

Low

Virtually all offense to start with: without a more defensive teammate, Blight may become a problem.

Lightning's Swift Strike

Immense

Harder

Spirits (and their Aspects)

Lightning's Swift Strike

Pandemonium

Harder

Spirits (and their Aspects)

Lightning's Swift Strike

Sparking

Harder

Raging Storm with Smite the Land with Fulmination

Lightning's Swift Strike

Wind

Harder

Spirits (and their Aspects)

Lure of the Deep Wilderness

Lure of the Deep Wilderness

Moderate

Very focused on the interior - its best options for coastal lands are "draw the Invaders inland" or "turn / into , then draw them inland".

Lure of the Deep Wilderness

Lair

Harder

Spirits (and their Aspects)

Many Minds Move as One

Many Minds Move as One

Moderate

Requires heavy spatial thought for movement, due to its improved Push/Gather and large numbers of .

Ocean's Hungry Grasp

Ocean's Hungry Grasp

High

Extremely good at assaulting the coasts where the Invaders start out strong, but quite weak inland - the ocean is not accustomed to affecting events so far ashore.

Ocean's Hungry Grasp

Deeps

Harder

Spirits (and their Aspects)

Relentless Gaze of the Sun

Relentless Gaze of the Sun

High

Uses stacks of 3 and high Energy income to hammer the same lands with repeated Power Cards.

Rising Heat of Stone and Sand

Rising Heat of Stone and Sand

Low

Weaken-and-Destroy.

River Surges in Sunlight

River Surges in Sunlight

Low

While capable of some direct offense, River Surges in Sunlight is best at flooding out Explorers and Towns, displacing them from lands where they might Build or Ravage.

River Surges in Sunlight

Haven

Harder

Spirits (and their Aspects)

River Surges in Sunlight

Sunshine

Harder

Boon of Vigor to the box. Gain 1 Energy.

River Surges in Sunlight

Travel

Harder

Spirits (and their Aspects)

Serpent Slumbering Beneath the Island

Serpent Slumbering Beneath the Island

High

There are several ways to play the Serpent, but all require patience: early game involves slowly building up Powers and Presence. It's not helpless...

Serpent Slumbering Beneath the Island

Locus

Harder

Elemental Aegis with Pull Beneath the Hungry Earth (Minor Power).Put your Incarna and the Presence from the Fire Element space of your Presence track on your starting board in land #5.

Shadows Flicker Like Flame

Shadows Flicker Like Flame

Low

Not so good at massive damage - may need to rely on allies to handle thoroughly colonized lands.

Shadows Flicker Like Flame

Amorphous

Harder

Spirits (and their Aspects)

Shadows Flicker Like Flame

Dark Fire

Harder

Unquenchable Flames (Minor Power)

Shadows Flicker Like Flame

Foreboding

Harder

Spirits (and their Aspects)

Shadows Flicker Like Flame

Madness

Harder

Spirits (and their Aspects)

Shadows Flicker Like Flame

Reach

Easier

Spirits (and their Aspects)

Sharp Fangs Behind the Leaves

Sharp Fangs Behind the Leaves

Moderate

All about Beasts and Jungles.

Sharp Fangs Behind the Leaves

Encircle

Same complexity

Spirits (and their Aspects)

Sharp Fangs Behind the Leaves

Unconstrained

Easier

Spirits (and their Aspects)

Shifting Memory of Ages

Shifting Memory of Ages

Moderate

Starts with little ability to influence the board - most of what it does in that regard will come from new Power Cards.

Shifting Memory of Ages

Intensify

Harder

— Moon: Remove/Replace +1 piece

Shifting Memory of Ages

Mentor

Harder

3 2 — 3 Air 2 EarthTarget Spirit may play that Power Card now by paying its cost.

Shroud of Silent Mist

Shroud of Silent Mist

High

Constantly shifting and moving its around the board.

Shroud of Silent Mist

Stranded

Easier

Spirits (and their Aspects)

Starlight Seeks Its Form

Starlight Seeks Its Form

Very High

A build-your-own-Spirit, capable of going in many different directions based on Elements picked, Growth choices selected, and Power Cards kept. Has...

Stone's Unyielding Defiance

Stone's Unyielding Defiance

Moderate

Most of its special rules and innates require being where the Invaders are - particularly in the worst, most-overrun lands, so it can mitigate incoming Blight and (eventually) destroy the Invaders with their own Ravages.

Sun-Bright Whirlwind

Sun-Bright Whirlwind

Low

Incredibly good at handling , clearing newly-Explored lands of Invaders so they don't Build there.

Thunderspeaker

Thunderspeaker

Moderate

Has a keen interest in where the Dahan are - partly because so many of its starting powers work through them partly because its Presence can move along with them.

Thunderspeaker

Tactician

Same complexity

Spirits (and their Aspects)

Thunderspeaker

Warrior

Harder

Manifestation of Power and Glory with Call to Bloodshed.

Towering Roots of the Jungle

Towering Roots of the Jungle

Moderate

Incredibly good at protecting everything at its - and can draw Invaders towards there - but is constrained in when and where it can move its .

Vengeance as a Burning Plague

Vengeance as a Burning Plague

High

Not so powerful early, but can be a late-game juggernaut, especially if things are going badly: adds to its Damage and its being Destroyed adds .

Vital Strength of the Earth

Vital Strength of the Earth

Low

Powerful but slow: has potent Power Cards and an excellent Energy income, but starts wtih only one card play per turn, and Growth is limited to adding one Presence per turn.

Vital Strength of the Earth

Might

Harder

Spirits (and their Aspects)

Vital Strength of the Earth

Nourishing

Harder

A Year of Perfect Stillness with Voracious Growth (Minor Power)

Vital Strength of the Earth

Resilience

Harder

Spirits (and their Aspects)

Volcano Looming High

Volcano Looming High

Moderate

Push all from that land.

Wandering Voice Keens Delirium

Wandering Voice Keens Delirium

High

Very positional; has a highly mobile Incarna (particularly with lots of ) that adds and chases / around as it roams the island.

Wounded Waters Bleeding

Wounded Waters Bleeding

High

Starts off wounded, losing a or a Power Card every turn.