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Subject: Game transcript: 2 spirit teaching game (River + Earth) rss

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Brian Blankstein
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There have been a few people requesting game transcripts. I thought I'd try it out using Eric's format as a starting point. Unfortunately, I was taking all of these notes by hand, so I don't have a lot of commentary written down.

For the sake of simplicity and usefulness to new players, this is set up like a teaching game in all respects except that I'm not using power progressions.

General formatting:
[Effect Source] Thing that happens/where it happens: what it does.
+ = add
- = remove
x = destroy
> = gather
< = push
* = fear card earned

Expansions: none
Adversary: none
Scenario: none
Spirits: River Surges in Sunlight (board B), Vital Strength of the Earth (board C)


Setup
[River] +presence/B6
[Earth] +2 presence/C7, +presence/C4
[Inv] Explore/Wetland: +Explorer/B1, B6, C5, C8



Turn 1
Spirit Phase
[River] Growth #3: gain minor (Nature's Resilience), +presence (bottom)/B1
[Earth] Growth #3: +presence (top)/C8, +2 energy = 2
[River] +1 energy = 1. Play River's Bounty, Wash Away. -1 energy = 0.
[Earth] +3 energy = 5. Play Draw of the Fruitful Earth. -1 energy = 4.

Fast Powers
Invader Phase
[Inv] Build/Wetland: +City/B6. +Town/B1, C5, C8.
[Inv] Explore/Mountain: +Explorer/B2, B7, C3, C7.

Slow Powers
[River] River's Bounty/B6. >2 Dahan from B8. +1 Dahan. +1 energy = 1.
[River] Massive Flooding/B7. <Explorer to B4.
[River] Wash Away/B2. <Explorer to B3.
[Earth] Draw of the Fruitful Earth/B3. >2 explorers from B4 and C3. >Dahan from C3.

Time Passes

Turn 2
Spirit Phase
[River] Growth #2: +presence (top)/B4, +presence (bottom)/C3.
[Earth] Growth #2: gain minor (Enticing Splendor). +presence (bottom)/C8.
[River] +2 energy = 3. Play Flash Floods, Nature's Resilience. -3 energy = 0.
[Earth] +3 energy = 7. Play Guard the Healing Land. - 3 energy = 4.

Fast Powers
[River] Flash Floods/B1. xTown. 1 Fear.
[River] Nature's Resilience/B6. Defend 6.
[Earth] Guard the Healing Land/C5. -Blight. Defend 4.

Invader Phase
[Inv] Ravage/Wetland: xExplorer/B1. xExplorer, xTown, xCity/B6. 3 Fear. xExplorer, xTown/C5. 1 Fear. {B6 was defended 6 and C5 was defended 4}
[Inv] Build/Mountain: +Town/B2. +City/C7. {B7 and C3 are empty}
[Inv] Explore/Jungle: +Explorer/B4, C1, C4

Slow Powers
Time Passes

Turn 3
Spirit Phase
[River] Growth #2: +presence(bottom)/C4, +presence(bottom)/C5. Reclaim River's Bounty.
[Earth] Growth #2: gain minor (Devouring Ants), +presence (bottom)/C4
[River] +2 energy = 2. Play Boon of Vigor, River's Bounty. -0 energy = 2.
[Earth] +3 energy = 7. Play Devouring Ants, A Year of Perfect Stillness. -4 energy = 3.

Fast Powers
[River] Boon of Vigor/Earth. Earth +2 energy = 5.
[Earth] A Year of Perfect Stillness/C7: invaders take no actions in C7 this turn.

Invader Phase
[Inv] Ravage/Mountain: +blight/B2.
[Inv] Build/Jungle: +Town/B4, C1, C4.
[Inv] Explore Wetland: +Explorer/B1, C5, C8

Slow Powers
[River] River's Bounty/B1: >2 Dahan from B6. +Dahan. +1 energy = 3.
[River] Massive Flooding/B4: <Town to B1.
[Earth] Devouring Ants/C4: +1 Fear, xTown. +1 Fear.

Time Passes

Turn 4
Spirit Phase
[River] Growth #3: gain minor (Rouse the Stones and Trees). +presence (bottom)/C8. Reclaim Flash Floods.
[Earth] Growth #3: +presence (top)/B3. +2 energy = 7 energy
[River] +2 energy = 5. Play Flash Floods, Rouse the Trees and Stones. -3 energy = 2.
[Earth] +4 energy = 11. Play Rituals of Destruction, Enticing Splendor. -3 energy = 8.

Fast Powers
[Earth] Enticing SPlendor/B3. >Town from B2.
[River] Flash Floods/C1. xTown. 1 Fear*.

Invader Phase
[Fear] Seek Safety (I): <Explorer from B4 to B1 and from C5 to C7.
[Inv] Ravage/Jungle: xExplorer/C1.
[Inv] Build/Wetland: +City/B1, C8.
[Inv] Explore/Coastal: +Explorer/B1, B2, B3, C1, C2, C3.

Slow Powers
[River] Rouse the Trees and Stones/C8. xTown. 1 Fear. <Explorer to C7.
[Earth] Rituals of Destruction/B3. xTown, x3 Explorers. 3 Fear.

Time Passes

Turn 5
Spirit Phase
[River] Growth #1. Reclaim all. Gain minor (Encompassing Ward). +1 energy = 2.
[Earth] Growth #1. Reclaim all. +presence (bottom)/C2.
[River] +2 energy = 4. Play Nature's Resilience, Wash Away, River's Bounty, Flash Floods. -4 energy = 0.
[Earth] +4 energy = 12. Play Draw of the Fruitful Earth, Rituals of Destruction. -4 energy = 8.

Fast Powers
[River] Nature's Resilience/B1. Defend 6.
[River] Flash Floods/B1. xTown. 1 Fear.
[Earth] Gift of Strength/Earth.

Invader Phase
[Inv] Ravage/Wetlands. xCity, x3 Explorers/B1. 2 Fear.
[Inv] Build/Coastal. +Town/B2, B3, C1, C2, C3.
[Inv] Explore/Sands. +Explorer/B3, C2, C6.

Slow Powers
[River] Wash Away/B2. <Explorer, Town to B3.
[Earth] Rituals of Destruction/B3. x2 Town, xExplorer. 4 Fear*.
[Earth] Draw of the Fruitful Earth/C7. >2 Explorers from C6 and C8. >2 Dahan from C5.
[Earth] Repeat Draw of the Fruitful Earth/C7. >Explorer from C4. >Dahan from C6.
[River] River's Bounty/C3. >Dahan from B7. +Dahan. +1 energy = 1.
[River] Massive Flooding/C7. xTown. 1 Fear. {I could have pushed some things, but chose not to.}

Time Passes

Turn 6
Spirit Phase
[River] Growth #2: +presence (top)/B2, +presence (top)/C1. Reclaim River's Bounty.
[Earth] Growth #2: Gain major (Vigor of the Breaking Dawn). Forget Enticing Splendor. +presence (bottom)/B3.
[River] +3 energy = 4. Play River's Bounty, Rouse the Trees and Stones, Encompassing Ward, Boon of Vigor. -2 energy = 2.
[Earth] +4 energy = 12. Play Vigor of hte Breaking Dawn, A Year of Perfect Stillness, Devouring Ants. -7 energy = 5.

Fast Powers
[River] Encompassing Ward/River. {Protecting all of that coastal presence I just placed.}
[River] Boon of Vigor/Earth. Earth +3 energy = 8.
[Earth] A Year of Perfect Stillness/C2: Invaders take no actions in that land this turn.
[Earth] Vigor of the Breaking Dawn/C7: xCity, x3 Explorers. 2 Fear. Threshold Effect: <2 Dahan to C8. xCity. 2 Fear*. {Now at Terror Level 2.}

Invader Phase
[Fear] Scapegoats (II): xExplorer/C1, C3. x2 Explorers/C2.
[Fear] Belief Takes Root (II): Earth +3 energy = 11.
[Inv] Ravage/Coastal: x2 Exp/B3. xTown/C1. 1 Fear. xTown/C3. 1 Fear. {No actions in C2.}
[Inv] Build/Sands: nothing {No actions in C2; all other sands empty.}
[Inv] Explore/Jungle: +Explorer/B4, C1, C4.

Slow Powers
[Earth] Devouring Ants/B2. 1 Fear. 1 damage to City.
[River] Massive Flooding/B2. xCity. 2 Fear.
[River] Rouse the Trees and Stones/C2. xTown. 1 Fear.
[River] River's Bounty/C4. >2 Dahan from B3. +Dahan. +1 energy = 3.

Time Passes

Turn 7
Spirit Phase
[River] Growth #1. Reclaim all. Gain Major (The Trees and Stones Speak of War). Forget Rouse the Trees and Stones. +1 energy = 4.
[Earth] Growth #1. Reclaim all. +presence (bottom)/C2.
[River] +3 energy = 7. Play The Trees and Stones Speak of War, Boon of Vigor, Encompassing Ward, River's Bounty. -3 energy = 4.
[Earth] +4 energy = 15. Play Vigor of the Breaking Dawn. -3 energy = 12.

Fast Powers
[River] The Trees and Stones Speak of War/C4. x2 Explorers. <2 Dahan to C2.
[Earth] Vigor of the Breaking Dawn/C2. xCity. 2 Fear.


There are no Towns or Cities on the island. Victory at Terror Level 2!
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Jack Liu
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Nice work. River and Earth was my first dual spirit combo too
 
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