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Spirit Island» Forums » Rules

Subject: Coastal Lands Card - Explore phase and beyond rss

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Chris Mcpherson
Canada
Ontario
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I tried to look around for this but didn't find a definite answer yet.

So we are playing our first game and we are on round four or five. We just got to the explore phase and Coastal Lands came up. We have three sections of board and all three coastal areas have a city/town in the middle land type. We determined this meant all nine coastal land areas received an invader(man). Is this correct?

Now we are also wondering if the build phase in the next round will cause all nine areas to have buildings added due to the coastal lands card being in the build slot, as long as all the invaders are still there.

If both of these are true, is this card meant to be stronger than the other invader cards?

Thanks in advance.
 
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Dylan Thurston
United States
Bloomington
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You got it, all 9 lands!

The other Stage II cards have flag icons, which cause other effects once you play with an Adversary.
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Steve Schlepphorst
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If you’re used to seeing invaders on 6 Lands, 9 is a lot. In the final act, they’ll be on 12.
(Against an adversary, I usually love seeing that card.)
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Stéphane B

Gatineau
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yeah that card is a bit nasty because no matter if you have cities or not nearby, they all get explorers (because they are on the coast). I'm guessing you're playing a 3 player game.. 9 coastal areas.

Time to summon the spirits!

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Chris Mcpherson
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Thanks guys, I guess we will go back to the game now. We stopped playing around 11 last night because we wanted to make sure we were right, not to mention being tired. We are enjoying the game a lot so far.
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Dylan Thurston
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I added a FAQ on this, since I've seen it discussed a few times now.
 
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Steven Sullivan
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I’ve just got this game and was playing solo with each different spirit at basic level of play as I got used to the game. Coastal deploy increases difficulty.

I’ve just started cycling through games solo but playing with two spirits. First game lost as two spirits would not work together! Second game I tailored for two fear spirits and was on track to win until coastal came into play! I’ll be playing house rules to limit to two coastal explore, build and ravage as a 50% increase on a random draw is disproportionate.

Otherwise, love the game!
 
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Andrew Conant
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stevensullivan wrote:
I’ve just got this game and was playing solo with each different spirit at basic level of play as I got used to the game. Coastal deploy increases difficulty.

I’ve just started cycling through games solo but playing with two spirits. First game lost as two spirits would not work together! Second game I tailored for two fear spirits and was on track to win until coastal came into play! I’ll be playing house rules to limit to two coastal explore, build and ravage as a 50% increase on a random draw is disproportionate.

Otherwise, love the game!

Once you've got a few more games under your belt, I recommend playing with an adversary, but only using the Escalation effect. Then, you'll see that each stage II card affects the same number of lands, since the Escalation effect affects one additional land per board and the Coastal card lacks the Escalation flag. I agree that with no adversary rules, the Coastal card is extra swingy.
 
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Brendan Slade
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Coastal Lands is always evil. SO many invaders everywhere!
 
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Nocturnal Carnivore

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Coastal Lands is a great card! It always affects places where you either have big invader strongholds or have just cleared them out (depending on the spirits you're playing with and your strategy about pushing invaders back to the sea), and it always means you'll have a terrain type that will ravage and then build in the same land in the same turn, which really helps narrow your focus towards the most urgent lands to deal with this turn. Everyone can feel like a hero shutting the big coastal stronghold down with Year of Perfect Stillness, or moving enough Dahan there with enough defense to defeat the invaders before they build.
 
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