Table of Contents

Spirit Island

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Various custom stuff and alternative rules.


Deck Consistency:

Fear Cards

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.

Interesting idea, could make some strange mixes of top and bottom card effect combinations.


Power Cards

No good ideas yet.



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:


Serpent Slumbering Beneath the Island

Serpent Problems:

Simple Remove:


Aspect: Ben's suggestion


Aspect: Growth Through Sacrifice

Basically


Other Serpent ideas:

  1. Change the first innate power to absorb essence
  2. Change serpent to be better able to use elements to reach innate t2.
  3. Change the innate first power to swift, and tier one to give elements


Scenario

Variant: Guard the Isle's Heart


Invasion

Invasion (Scenario) - Theme: Strong coastal, slowly invade inland.

Pro:

Con

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

Escalation:



Adversary

Marauders

Marauders (Adversary) - Theme: Scouts + Ravage.

Escalation:

Difficulty:

  1. Explore: When you explore into a land with no invaders, gather 1 scout from a land with 2 or more invaders.
  2. Explore: When you explore into a land with invaders, push 1 scout to a land without invaders.
  3. Explore: from adjacent lands with scout (1)
  4. Rule: If a Town/City is destroyed, create a scout in an adjacent land.
  5. Ravage: After a ravage, push an explorer into an area with no invaders.
  6. Stats: Scouts 2/1. Rule: Strife instead reduces damage with -1


Recommendations

Commonly removed cards: