
Fractured Days Split the Sky
Excellent at support and sweeping indirect effects, but starts off very limited otherwise.
Excellent at support and sweeping indirect effects, but starts off very limited otherwise. Several of its Unique Powers need setup to use well; it's entirely possible 1 or 2 of them may see no play in a given game. Has ...
Setup
Put 3 Presence on your starting board: 1 in the lowest-numbered land with 1 Blight, and 2 in the highest-numbered land without Blight. Deal 4 Minor and 4 Major Powers face-up as your initial Days That Never Were cards; in a 1- or 2-player game, instead deal 6 of each. In a 1-board game, gain 1 Time. You start with your 4 Unique Power Cards and 0 Energy.
Openings
Flexible Time Build
A flexible approach leveraging Days That Never Were and Slip the Flow innate, building Time for various Turn 3 options.
Growth: Gain Sun, move presence, gain Minor That Never Was, gain 3 Time. Cards: Minor. Choose minor for effect, not elements. Position presence for sacred site next turn (for Absolute Stasis targeting).
Growth: Gain Moon, gain Minor, add presence (energy), gain +2 Card Plays + 1 Time. Cards: Absolute Stasis, Blur the Arc, Past Returns. Pay 1 Time for Stasis on problematic Build/Ravage. Use Blur to position Dahan. All 3 tiers of Slip the Flow available - target yourself for fast Visions, then Reclaim based on minor's elements.
Choose based on Turn 2: 1) Major? Growth 3 for Major That Never Was. 2) Help ally Reclaim? Growth 3 + Moon card + Past Returns for tier 2 Slip the Flow. 3) Reclaimed Blur? Growth 2 or 3 based on ally needs. 4) Tier 3 Slip the Flow? Growth 3 + Sun/Air + Stasis. All options leave 1+ turns before Reclaim All.