Spirit Island: Jagged Earth

2020 · Gevecht

Spirit Island: Jagged Earth

Players take the role of powerful island spirits resisting colonizing invaders. New spirits and optional Aspects change each spirit’s innate powers and growth, letting players reshape the island, summon beasts, or work with the native Dahan to repel settlement. The expansion adds new scenarios, adversaries, island boards, event and fear cards, and many new power cards and tokens that extend the base game’s systems. Gameplay introduces new hazards like Badlands, additional adversary options and combinations, and rules for larger player counts and split-island (Archipelago) setups, all of which increase variety and strategic trade-offs during play.

Spelers
1–6 best met 2
Speeltijd
90–120 min
Leeftijd
13+
Complexiteit
4,5 / 5
9,2 op Ludoyavanaf € 47,03FantasieUitbreiding voor basisspelCoöperatief spelVariabele spelerskrachtenModulair bord

Aan de tafels van Ludoya

Alle statistieken in Ludoya
154
Vastgelegde speelsessies
43
Spelers
1h 28m
Gemiddeld potje
186
In collecties
12
Op verlanglijsten
2
Voorbesteld

9,2/10

uit 17 Ludoya-recensies

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Regelvragen

Beantwoord vanuit het spelregelboek door de regelassistent van Ludoya.

What does "Isolate a land" actually do—does it stop Explore, Ravage, or adjacency?

Isolate prevents Invaders from Exploring into that land and makes it not a source of Explorers; it also makes the land be treated as non-adjacent for Invader movement unless you deliberately allow adjacencies for a given Action, and it only lasts the current turn (it does not affect Blight cascades or whether a land is Coastal). (p.10)

If something "does not participate in Ravage," what exactly happens—do Dahan still retaliate or take damage?

Any Invader or Dahan that “does not participate in Ravage” is ignored for the Ravage Step and Actions in that land: it doesn’t cause the land to Ravage, doesn’t deal or take Damage during that Ravage, and doesn’t count for checks tied to the Ravage. (p.14)

There are multiple (or zero) Invader cards on an Invader board space—how do I resolve and advance them?

If a space has no card, that Invader step does nothing; if there are multiple cards, resolve each card separately (the card that arrived first—on the bottom—resolves first), and when advancing cards they all move together to the next space. (p.11)

How do Choice Events that are “Aided by” an Element work—can Elements or cards pay the cost?

For an “Aided by” cost, each matching Element you have in play counts as +1 Energy, discarding a Power Card with that Element counts as +2, and Forgetting such a card counts as +4; these are only contributions toward paying the Event cost and do not give you real Energy, and each Power Card may be used for only one such bonus. (p.13)

How do Strife and Badlands tokens modify Damage—do they stack or have special timing?

Strife placed under a specific Invader makes that Invader deal exactly 0 Damage the next time it would Damage Dahan/land (then the Strife is removed), and if boosted Damage would apply to an Invader with Strife, Strife cancels it per the timing rules; Badlands add +1 Damage per Badlands the first time each Action Damages Invaders or Dahan in that land (only once per Action and not if Damage is reduced to 0). (p.7–8)

What counts as an "Action" (and why does it matter — e.g., for Badlands or checking win/lose)?

An Action is a grouped set of instructions such as one use of a Power, one land’s Ravage/Build/Explore, or everything one Event/Fear does, and many effects care about Actions (you check Victory/Defeat at the end of an Action and things like Badlands bonuses or certain Adversary effects apply once per Action); note the “Each” exception: “Each Board/Player/Spirit/Land” creates separate Actions for each. (pp.10, 24)

Opent de regelassistent van Ludoya, die het spelregelboek van dit spel leest.

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