Spirit Island is a cooperative, settler-destruction strategy game for 1 to 4 players designed by R. Eric Reuss and set in an alternate-history world around A.D. 1700. Players are different spirits of the land, each with their own unique elemental powers, forced to defend their island home from colonizing Invaders spreading blight and destruction. Work with your fellow spirits and the Dahan (local islanders) to increase your power and drive the invading colonists from your island in this deep and complex area-control game!
Play details: Every turn, players simultaneously choose which of their power cards to play, paying energy to do so. Using combinations of power cards that match a spirit's elemental affinities can grant free bonus effects. Faster powers take effect immediately, before the Invaders spread and ravage, but other magics are slower, requiring forethought and planning to use effectively. The Invaders expand across the island map in a semi-predictable fashion. Each turn they explore into some lands (portions of the island); the next turn, they build in those lands, forming settlements and cities. The turn after that, they ravage there, bringing blight to the land and attacking any Dahan present. (Who then retaliate.) The game escalates as it progresses: spirits spread their presence to new parts of the island and seek out new and more potent powers, while the Invaders step up their colonization efforts. Each turn represents 1-3 years of alternate-history.
● 8 different Spirits, each with 4 Power Cards unique to that Spirit
● Over 50 distinct Major and Minor Power Cards which Spirits can grow into
● 4 modular Island Boards, for a variety of layouts
● Over 100 pieces for representing the Invaders and Dahan (native islanders)
● 15 Invader cards, driving a distinctive Invader expansion system
● 15 Fear cards, showing what happens as you terrify the Invader
● 3 multi-tier Adversaries (specific Invaders) for play variety and fine-tuned challenge: England, Brandenburg-Prussia, and Sweden
● 4 optional Scenarios for even more play variety
SPIRIT ISLAND BRANCH & CLAW
How can we Spirits drive the invaders back to their boats and off our island? We must grow, change, and find new paths - if we stay as we are, we shall die, and the Island with us. Bring forth the natural chaos, and let our new ways be of both Branch and Claw! We shall summon predators from the heart of the island, wilds from every patch of ground, illness from the twisting mists, and turn the hearts and minds of the invaders against one another. More Spirits answer the call, but the invaders redouble their efforts. Can you stop them in time?
Spirit Island: Branch and Claw, brings the island back to life, with new spirits, new ways to fight Invaders, new adversaries, and more powers. This adds a judicious spice of uncertainty for experienced players as well as creating both opportunities and hard choices for the Spirits!
- Four completely new ways to fight the Invaders: Beasts, Disease, and Wilds are semi-permanent changes to chosen lands, and Strife can be inflicted upon specific Invader pieces;
- Two new Spirits to add to your lineup: Sharp Fangs Behind the Leaves and Keeper of the Forbidden Wilds;
- A new Adversary to fight against: the French Plantation colony;
- Another 50+ distinct Major and Minor Power Cards, doing things no Powers have done before;
- Another 15 Fear Cards and 7 Blight cards for added game-to-game variety;
- Four more optional Scenarios offering new play experiences;
- ...and a deck of Event Cards which bring the island to life, with Invaders, Dahan, and beasts acting on their own
SPIRIT ISLAND PROMO 1
Promo 1: The Serpent Slumbering Beneath the Island
Let's shift our sight so we see only spirits. There are throngs of them visible across the surface of the island: spirits of tree and glade, of rushing river and entangling vines, of beast and butterfly and mists floating eerily over the marshes.
Turning our vision downward, we see nearly as many within the land itself: spirits of hard unyielding stone and of drifted sand dunes, of sinkhole and high peak. Vital Strength of the Earth is here.
As we look deeper, fewer spirits greet our eyes - some of volcano, some of dark and ancient caves, a handful of others. But like the earth itself, most of those we see are large, powerful, and slow.
Deeper and larger than all of those lies the Serpent Slumbering Beneath the Island. It could be argued that it is the Island, or at least its roots. Like all spirits of such size and power, it is slow beyond human reckoning. Unlike many of them, it is also asleep.
Or, now, mostly asleep. The distant sting of the Invaders' blight has begun to rouse portions of its consciousness towards waking, those fragments aware of the land's surface far above. Even that small aspect of the Serpent is slow to act, slow to awaken... but contains the potential for power greater than most spirits could ever muster.
The Serpent Slumbering Beneath the Island is a high-complexity spirit. If Ocean's big limitation is "coastal" and Wildfire's is "blight", Serpent's is "waking up": it's a very slow spirit, limited in its development, but with the prospect of great power if it wakes up fully.
Promo 2: Heart of the Wildfire
Burning, blazing, rising, consuming - Heart of the Wildfire is quite fond of humans, in a general sense: they keep hearths and use fire as a tool all the time, and those sparks give birth to so many lovely conflagrations! It is the nature of Spirits to be true to what they are, so even though Wildfire knows on some level that too much fire is bad for the land, it just doesn't think about that aspect of things very much. It is also, after all, a spirit of renewal after the blaze, so it implicitly assumes that everything will regrow eventually. (Its strong ties to A Spread of Rampant Green probably contribute to this point of view.)
It fights the Invaders partly due to the exhortations of other Spirits, but more for the sake of the Dahan, as it's become clear that the Invaders have no compunctions about putting them to the sword. (The Dahan and it have a long and storied history together, beginning with the very first Dahan settlements.) It is also, it should be said, somewhat gleeful over the chance to really cut loose without the other Spirits getting all riled up and putting out its firestorms.