Spirit Island
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Various custom stuff and alternative rules.
Deck Consistency:
Fear Cards
Instead of resolving all earned Fear cards in a single round, you only resolve one Fear card each turn.
You always have to resolve one fear card if you have any earned.
The remaining earned Fear cards are saved for later turns.
Players get to choose which Fear card to play among all earned ones each turn.
Likely too powerful for the players, and adds more complexity (by things to keep track off) than I'd be comfortable with for anything but very experienced players.
Event Cards
Too powerful for the players, and against adds more complexity though things to keep track off.
Likely way too spiky, and makes almost the entire game resolve around the events.
Play Event round 1.
When you reveal an event, only play the bottom half.
Then the card remains in play until the next invader phase, then play the top half.
Then discard the Event card, and reveal a new one (And thus play the bottom half, and repeat the above).
Interesting idea, could make some strange mixes of top and bottom card effect combinations.
Power Cards
Weak Spirit house-rules:
Shadows Flicker Like Flame / Thunderspeaker
Problem:
Idea:
I believe something Eric has said before is giving shadows 1 energy to start with because 0 energy with their high cost cards is very oppressive
Sharp Fangs Behind the Leaves
Problem:
Idea:
Replace: Call Forth Predators (The entire text)
With: Call Forth Predators: Whenever Sharp Fangs Behind the Leaves places a presence, also add a Beast.
Serpent Slumbering Beneath the Island
Serpent Problems:
Does too little before waking up.
Doesn't give enough benefits to allies.
Doesn't give enough benefits to allies for sacrificing presence.
Takes too long to wake up.
Simple Remove:
Deep Slumber (Removing it doesn't make serpent any stronger, it barely changes how he plays at all)
Serpent Wakes In Power (All it really does is give out 1 energy most turns, not enough for absorb)
Aspect: Ben's suggestion
Aspect: Growth Through Sacrifice
Basically
Losing the whole absorb essence ability from serpent, you're stuck at 5, lowering complexity.
Starting with fewer cards and thus also fewer cards with elements you need.
It turns your first innate into purely selfish, losing the ability to affect others.
Losing the best defence power in the game, but instead has an option to remove blight.
Gaining the ability to rocket power turbo snail through the presence track.
Other Serpent ideas:
Change the first innate power to absorb essence
Change serpent to be better able to use elements to reach innate t2.
Change the innate first power to swift, and tier one to give elements
Scenario
Variant: Guard the Isle's Heart
Instead of 1 random Major/Minor power each, gain 1 minor power the usual way.
Push all inland town's toward the coast.
Invasion
Invasion (Scenario) - Theme: Strong coastal, slowly invade inland.
Pro:
Con
Setup: Remove start towns, place towns on 1+3
Explore: Once per board, when explore into land with no Town/City, build.
Alternative strong start to Guard the Isle's Heart, with a difficulty bump rather than a minus. Difficulty should be around +1
Favoured Position
WIP
Both the spirits and the invaders come prepared to the fight.
Pro:
Con:
Scenario 2
Varied Terrain
Alternative version/addon
Corruption
Adversary
Marauders
Marauders (Adversary) - Theme: Scouts + Ravage.
Escalation:
Difficulty:
Explore: When you explore into a land with no invaders, gather 1 scout from a land with 2 or more invaders.
Explore: When you explore into a land with invaders, push 1 scout to a land without invaders.
Explore: from adjacent lands with scout (1)
Rule: If a Town/City is destroyed, create a scout in an adjacent land.
Ravage: After a ravage, push an explorer into an area with no invaders.
Stats: Scouts 2/1. Rule: Strife instead reduces damage with -1
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