Spirit Island

Spirit Island

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Spirit Island | Guide to Ward the Shores 🌊🛡️
由 S0FTERSIN 制作
This guide will assist with understanding & playing the "Ward the Shores" scenario in Spirit Island.

Bonus: Example playthroughs using Lightning, Rampant Green, and River.
   
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🌊🛡️ Overview
Victory Requirements:
• Fear Level 2
• Wards on all coastal lands
Key Info:
• Wards are created in the slow phase and defend 3 each in the warded land.
• Creating wards costs 2 energy per blight, town, and city in the target land.
• If you lose a shrine in a warded land, you lose all warding patterns placed on it previously.
Strategy & Tips:
• During setup, select an island board that starts your spirit on the coast (if possible) and/or that is plausible for placing presence easily along the coast.
• Follow your usual starting turns (1-4) as closely as possible (particularly with regards to your presence tracks); however, understand that you may elect to make atypical growth choices, card play choices, and/or presence track choices to effectively/swiftly ward your coastal lands.
• Prioritize warding coastal lands, only creating warding patterns in inland lands if absolutely necessary (as these do not count towards the victory requirement).
• When blighting-to-scale, choose to let inland lands blight and avoid blighting coastal lands whenever reasonably possible (due to blight raising the energy cost needed to create a warding pattern).

LIGHTNING Wards the Shores
🗺️ Recommended Map Setup
Recommended Map: Balanced "B"

Starting on Map B will position Lightning with 2 presence in Sands 5, which puts its shrine within range 1 of 5/8 lands. Additionally, on your first turn you are able to create a shrine in any 1 of the 3 coastal lands.




Example Playthrough

Turn 1:
Growth Phase: Select growth option 2, placing 2 presence (from the top energy track) in Sands 3.
Spirit Phase: Play Raging Storm (warded).
Fast Phase: N/A - no fast cards played this turn.
Invader Phase: Invaders build in the Jungles and explore in the Mountains.
Slow Phase: Use Raging Storm (warded) on Sands 3.

Turn 2:
Growth Phase: Select growth option 2, placing 2 presence (from the bottom card play track) in Mountains 2.
Spirit Phase: Play Shatter Homesteads, Harbingers of the Lightning, and Lightning's Boon.
Fast Phase: Use Lightning's Boon on yourself. Use Shatter Homesteads to destroy the town in Jungles 8. Use Tier 1 Thundering Destruction to destroy the town in Jungles 4. Use Harbingers of the Lightning to push 2 Dahan from Sands 3 into Mountains 2.
Invader Phase: Invaders ravage in the Jungles, build in the Mountains, and explore in the Sands.
Slow Phase: N/A - all slow cards were played in the fast phase due to Lightning's "Special Rule."

Turn 3:
Growth Phase: Select growth option 1, reclaiming all cards, and gaining 1 energy and 1 minor power. Of the 4 card options I drew, I kept Gift of Constancy.
Spirit Phase: Play Shatter Homesteads, Harbingers of the Lightning, Gift of Constancy, and Raging Storm (warded).
Fast Phase: Use Shatter Homesteads to destroy the town in Mountains 2. Use Raging Storm (warded) in Mountains 2. Use Gift of Constancy.
Invader Phase: Invaders ravage in the Mountains, build in the Sands, and explore the Wetlands.
Slow Phase: Use Harbingers of the Lightning to push 2 Dahan from Mountains 2 into Sands 3. Reclaim Shatter Homesteads via Gift of Constancy.

Turn 4:
Growth Phase: Select growth option 2, placing 2 presence (from the bottom card play track) in Wetlands 1.
Spirit Phase: Play Shatter Homesteads and Lightning's Boon (warded).
Fast Phase: Use Shatter Homesteads to destroy the town in Sands 5.
Invader Phase: Invaders ravage in the Sands, build in the Wetlands, and explore the Sands.
Slow Phase: Use Lightning's Boon (warded) on Wetlands 1, creating the final ward needed for Ward the Shores' victory requirement.

With the wardings complete, no invaders can find the Island, and any that remain are yours to deal with.
🌳 RAMPANT GREEN Wards the Shores
🗺️ Recommended Map Setup
Recommended Map: Balanced "D"

Starting on Map D will position Rampant Green with 1 presence in Jungles 6 and 1 presence in Wetlands 3. As Rampant Green can always place 1 presence in a Wetlands or Jungle (within range 2 of its presence) during its growth phase, they can quickly grow along the coast of Map D (which has 2 Wetlands and 1 Jungles) every turn no matter which second growth option is selected.

Example Playthrough

Turn 1:
Growth Phase: Place 1 presence from the bottom (card plays) track in Wetlands 3. Select growth option 3, gaining 3 energy and 1 minor power card. Of the 4 card options I drew, I kept Dark and Tangled Woods.
Spirit Phase: Play Overgrow in a Night (warded).
Fast Phase: N/A - no fast powers were played this turn.
Invader Phase: Invaders build in the Wetlands and explore in the Sands.
Slow Phase: Use Overgrow in a Night (warded) in Wetlands 3.

Turn 2:
Growth Phase: Place 1 presence from the bottom (card plays) track in Wetlands 1. Select growth option 2 and place 1 presence from the top (energy) track in Sands 7.
Spirit Phase: Play Gift of Proliferation, Fields Choked with Growth, and Stem the Flow of Fresh Water.
Fast Phase: Use Gift or Proliferation to place 1 presence from the top (energy) track in Sands 7. Use Tier 2 All-Enveloping Green to defend 4 in Wetlands 1.
Invader Phase: Invaders ravage in the Wetlands, build in the Sands, and explore in the Mountains.
Slow Phase: Use Stem the Flow of Fresh Water in Sands 7. Use Tier 1 Creepers Tear Into Mortar on the town in Sands 7, destroying it. Use Fields Choked with Growth to push the town from Sands 4 into Jungles 2.

Turn 3:
Growth Phase: Place 1 presence from the bottom (card plays) track in Wetlands 1. Select growth option 3, gaining 3 energy and 1 minor power card. Of the 4 card options I drew, I kept Rouse the Trees and Stones.
Spirit Phase: Play Rouse the Trees and Stones and Dark and Tangled Woods (warded).
Fast Phase: N/A - no fast powers were played this turn.
Invader Phase: Invaders ravage in the Sands; destroy 1 presence in Sands 7 to prevent the ravage/blight. Invaders build in the Mountains and explore in the Sands.
Slow Phase: Use Rouse the Trees and Stones to destroy the town in Mountains 8, and push the explorer into Wetlands 1. Use Dark and Tangled Woods (warded) on Wetlands 1.

Turn 4:
Growth Phase: Place 1 presence from the bottom (card plays) track in Jungles 2. Select growth option 1, reclaiming all discarded cards and gaining a minor power card. Of the 4 card options drawn, I kept Entrancing Apparitions.
Spirit Phase: Play Dark and Tangled Woods, Gift of Proliferation, and Stem the Flow of Fresh Water (warded).
Fast Phase: Use Dark and Tangled Woods to defend 3 in Mountains 5. Use Gift of Proliferation to place 1 presence from the bottom (card plays) track in Jungles 2, completing your bottom track and unlocking 4 card plays per turn.
Invader Phase: Invaders ravage in the Mountains, build in the Sands, and explore in the coastal lands (Wetlands 1, Jungles 2, Wetlands 3).
Slow Phase: Use Tier 2 Creepers Tear Into Mortar on the town in Jungles 2, destroying it. Use Stem the Flow of Fresh Water (warded) in Jungles 2, creating the final warding pattern needed to fulfill Ward the Shores' victory requirement.

Turn 5:
Growth Phase: Place 1 presence from the top (energy) track in Jungles 6. Select growth option 3, gaining 3 energy and 1 minor power card. Of the 4 card options I drew, I kept Sap the Strength of Multitudes.
Spirit Phase: Play Entrancing Apparitions, Rouse the Trees and Stones, Fields Choked with Growth, and Overgrow in a Night.
Fast Phase: Use Tier 2 All-Enveloping Green to defend 4 in Sands 7. Use Entrancing Apparitions to defend 2 more in Sands 7. Use Overgrow in a Night in Sands 7 to cause 3 fear, gaining 1 fear card.
Invader Phase: The drawn fear card allows us to push 1 Dahan from Mountains 5 into Sands 7. Invaders ravage in the Sands; using the 6 damage from the Dahan's counterattack in Sands 7, destroy the city, town, and 1 explorer, which will generate enough fear to progress to Fear Level 2 (fulfilling the fear requirement for Ward the Shores).
Slow Phase: N/A - victory is ours!

With the wardings complete, no invaders can find the Island, and any that remain are yours to deal with.
💧 RIVER Wards the Shores
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3259745108
🗺️ Recommended Map Setup
Recommended Map: Balanced "D"

Starting on Map D will position River in coastal Wetlands 3; if, on your first turn, you select growth option 2 and place 1 presence in coastal Jungles 2 and 1 presence in coastal Wetlands 1 than you will already have 2 of the 3 shrines needed along the coast.




Example Playthrough

Turn 1:
Growth Phase: Select growth option 2, placing 1 presence in Jungles 2 and 1 presence in Wetlands 1.
Spirit Phase: Play River's Bounty and Wash Away (warded).
Fast Phase: N/A - no fast cards played this turn.
Invader Phase: Invaders build in the Sands and explore in the Wetlands.
Slow Phase: Use River's Bounty on Wetlands 1 to move the Dahan from Sands 7 (and prevent them from dying in the upcoming ravage). Use Wash Away (warded) on Wetlands 1.

Turn 2:
Growth Phase: Select growth option 2, placing 1 presence in Jungles 2 and 1 presence in Mountains 5.
Spirit Phase: Reclaim River's Bounty. Play River's Bounty, Boon of Vigor, and Flash Floods (warded).
Fast Phase: Use Boon of Vigor to gain 1 energy.
Invader Phase: Invaders ravage in the Sands, build in the Wetlands, and explore the Jungles.
Slow Phase: Use River's Bounty on Jungles 2 to create 1 Dahan and gain 1 energy. Use Tier 1 Massive Flooding to push 1 town from Wetlands 3 into Sands 4.

Turn 3:
Growth Phase: Select growth option 2, placing 2 presence in Mountains 5.
Spirit Phase: Reclaim and play Wash Away.
Fast Phase: N/A - no fast cards played this turn.
Invader Phase: Invaders ravage in the Wetlands, build in the Jungles, and explore the Sands.
Slow Phase: Wash Away the invaders (1 town, 1 explorer) from Jungles 6 to Sands 4.

Turn 4:
Growth Phase: Select growth option 1, reclaiming all cards, gaining 1 energy and a minor power. Of the 4 card options I drew, I kept Rain of Blood.
Spirit Phase: Play all 5 cards, including River's 4 unique cards and the new minor power (warded).
Fast Phase: Flash Floods the town in Jungles 2. Use Boon of Vigor to gain 1 energy.
Invader Phase: Invaders ravage in the Jungles, build in the Sands, and explore coastal lands (Wetlands 1, Jungles 2, & Wetlands 3).
Slow Phase: Use River's Bounty on Wetlands 3 to create 1 Dahan and gain 1 energy. Wash Away the 2 explorers from Wetlands 3 into Sands 4. Use Tier 3 Massive Flooding on Sands 4. Use Rain of Blood (warded) on Wetlands 3 to create the final ward needed for Ward the Shores' victory requirement.

Turn 5:
Growth Phase: Select growth option 1, reclaiming all cards, gaining 1 energy and a minor power. Of the 4 card options I drew, I kept Entrancing Apparitions.
Spirit Phase: Play all 5 cards, including River's 4 unique cards and your most useful minor power (in this situation, Entrancing Apparitions).
Fast Phase: Use Entrancing Apparitions to defend 2 in Sands 4, preventing a blight. Use Flash Floods on the city in Sands 7. Use Boon of Vigor to gain 1 energy.
Invader Phase: Invaders ravage in the Sands (blighting the island), build in coastal lands, and explore the Jungles.
Slow Phase: Use River's Bounty to create 1 Dahan and gain 1 energy. Use Wash Away to push the invaders (1 explorer, 1 town) from Wetlands 1 into Sands 7. Use Tier 3 Massive Flooding on Sands 7 to clear it and generate enough fear to progress to Stage 2 Fear (Ward the Shores' victory requirement).

With the wardings complete, no invaders can find the Island, and any that remain are yours to deal with.