Spirit Island

Spirit Island

#11BGG8.3RATINGHOT #28
Consulted 1 times·Updated Jul 27
1–4
PLAYERS
90–120
MINUTES
2
BEST WITH
4.1
EXPERT
Ask Mira about Spirit Island
ERRATA1
  • Extra Blight added during setupdesignerstickylinked official source
    RULING
    "During Setup only, add exactly 1 additional Blight to the Healthy Island card. (Or 'to the Blight space', if not playing with a Blight card.)" This corrects a fencepost error in the Blight system so that the amount of usable Blight scales proportionally with the number of players. The effect is most noticeable in solo and small-player games, which it makes feel more like larger ones in early-game Blight dynamics.
    AUTHOR: darker (R. Eric Reuss, designer)SOURCE: boardgamegeek.com(142 replies)DATE: 2021-01-11
DESIGNER CLARIFICATIONS2
  • What Defend prevents, and whendesigner
    CONTEXT
    Players asked whether Defend reduces damage that occurs outside the Ravage — e.g. from Spirit Powers or certain Events.
    RULING
    "Defend only prevents damage done (a) by Invaders; (b) to the land and/or Dahan. It doesn't prevent any other sort of damage, including Invaders damaging each other or Spirits damaging Dahan." Defend applies for the entire turn, not only during a Ravage, but exclusively to Invader-dealt damage to the land and/or Dahan. Damage from token Events (e.g. Disease), Spirits damaging Dahan, or Invaders damaging each other is not reduced.
    AUTHOR: darker (R. Eric Reuss, designer)SOURCE: boardgamegeek.com(27 replies)DATE: 2017-08-22
  • Fear Card effects are mandatorydesigner
    CONTEXT
    Many Fear Cards feel purely beneficial, so players questioned whether their effects are optional.
    RULING
    "The effects are not optional. Fear cards represent what Invaders do because they are afraid. So the rationale is the same as it is for Events." The "do as much as you can" leniency applies only to Powers; Fear and Event cards are resolved exactly as instructed, except where a card explicitly says "players may".
    AUTHOR: pmagnus (P.D. Magnus, designer)SOURCE: boardgamegeek.com(12 replies)DATE: 2024-09-22
Q&A3
  • How the lines of an Innate Power resolvecommunity high-engagementdesigner
    QUESTION
    Are the different threshold lines of an Innate Power a single uninterruptible whole, or can other Powers be resolved between them?
    ANSWER
    An Innate Power is a single Power. Process it from top to bottom, activating every threshold line you qualify for — you may not skip a qualified threshold, may not interrupt it with another Power, and all lines must target the same land. A line that says "instead" replaces the prior effect; otherwise lines are additional.
    AUTHOR: grysqrl (Brian Blankstein); confirmed by Antistone (Jeremy Lennert, designer)SOURCE: boardgamegeek.com(19 replies)DATE: 2018-03-01
  • "1 Damage" vs "+1 Damage"community high-engagementdeveloper
    QUESTION
    Do cards reading "+1 Damage" differ from cards reading "1 Damage"?
    ANSWER
    No. The "+" was only a reminder that conditional Damage adds to earlier Damage rather than replacing it — a convention being phased out in newer content. Damage values in Spirit Island are always cumulative, never limiting.
    AUTHOR: biophys (2aRON); confirmed by Ironeye (Nick Reale, Greater Than Games developer)SOURCE: boardgamegeek.com(15 replies)DATE: 2023-01-18
  • Can a Spirit use both of its Innate Powers in one turn?community
    QUESTION
    With A Spread of Rampant Green, may a Spirit use both of its Innate Powers in the same turn if it meets the requirements for each?
    ANSWER
    Yes. A Spirit may use every Innate Power whose Elemental Thresholds it meets — the Innate Powers are independent of one another. (On some other Spirits, watch for "instead" lines, which modify a previous effect rather than adding a new one.)
    AUTHOR: robb8888 (Robb)SOURCE: boardgamegeek.com(12 replies)DATE: 2021-04-12
EDGE CASES2
  • Replaced pieces retain their Damagedesignercommunity high-engagement
    SITUATION
    A damaged piece is replaced by another piece (e.g. a City holding Damage is replaced by a Town via Crops Wither and Fade).
    RULING
    Damage carries over to the replacement piece. A City holding 2 Damage that is replaced by a Town (2 Health) is destroyed immediately. Replace changes the form of the same group of Invaders, so any accumulated Damage stays with it.
    AUTHOR: grysqrl (Brian Blankstein); confirmed by tedv (Ted Vessenes, designer)SOURCE: boardgamegeek.com(22 replies)DATE: 2017-09-07
  • Fear Tier of the card that reveals a dividercommunity
    SITUATION
    Resolving earned Fear Cards when a Tier divider is revealed partway through the stack.
    RULING
    The Fear level rises the moment a Tier divider is revealed, so the card that reveals it is resolved at the new, higher Tier. If you earn exactly one Fear Card per turn, the final card of the stack is never resolved; but when you earn several cards in a single turn, all of them resolve at the current (higher) Tier.
    AUTHOR: dthurston (Dylan Thurston)SOURCE: boardgamegeek.com(8 replies)DATE: 2021-02-28

Last researched: 2026-06-29

CATEGORIES

Environmental·Fantasy·Mythology·Territory Building

MECHANICS

Action RetrievalArea Majority / InfluenceAutomatic Resource GrowthCampaign / Battle Card DrivenCooperative GameDeck, Bag, and Pool BuildingHand ManagementModular BoardSimultaneous Action Selection

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An opponent's settlement blocks your road network — your road cannot be built through or past an occupied intersection.

Catan — Roads & Building, p. 7

At the end of each round, the player with the most of the goal trait scores points equal to their amount; the player with the second most scores fewer.

Wingspan — End of Round, p. 11

Null cards deal 0 damage regardless of base value or any bonuses applied.

Gloomhaven — Attack Modifier Deck, p. 23

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