Spirit Islandis among the most enjoyable cooperative board games. One of the most captivating aspects of the game is its theme, where players control different Spirits to fend off Invaders. This gives the game its unique Settler-Destruction genre. Additionally, with the Power Cards you acquire throughout the game, it also incorporates the Deck Builder genre.

Another appealing feature is the game’s massive replayability. With Spirits, Power Cards, Invader actions, Adversaries, and Scenarios, no two games are ever the same. Despite being such a beautiful and captivating game, it might seem daunting to learn at first. But don’t worry, with this detailed guide, you’ll be able to learn the game.

The player sets up the Invader Board in Spirit Island

How To Setup Spirit Island

Invader Board Setup

First, place the Invader Board on the table. Addfour Fear Tokens to the Fear Pool for each player.

Create The Fear Deck

Next, create the Fear Deck by shuffling the Fear cards. Selectnine cards and return the rest to the box.Take three of these cards and place the Terror Level III divider on top. Then, take three more cards and place them on top of the Terror Level II divider.

Finally, place the remaining three cards on top of the Terror Level II divider. Place the completed Fear Deckin the Victory section at the top leftof the Invader Board.

The player sets up the Fear Deck in Spirit Island

Create The Invader Deck

First, separate the Invader cards by stage.Shuffle each stage separatelyface down. Removeone card from each stageand return them to the box without looking at them. Stack the Stage III cards on the bottom, Stage II cards in the middle, and Stage I cards on top. Never shuffle the stages together. Place the Invader Deck in the Explore action space on the Invader Board.

Prepare Blight Card / Blight Pool

Take a random Blight Card and place it in the Blight section of the Invader Board with theHealthy side face up.Do not look at the back. Add the number of Blight Tokens indicated on the Healthy side of the Blight Card to the card.

If this is your first game, you may want to skip using the Blight Card to simplify the game. Instead, use the printed Blight amount on the Invader Board.

The player sets up the Invader Deck in Spirit Island

Setting Up the Island and Supply

Set up the Island by taking the appropriate number ofIsland Boards for the number of playersand connecting them. Populate the Island Boards with components based on their terrain: Invader Pieces (Towns and Cities), Dahan, and Blight.Add Blight from the box,not from the Invader Board.

Shuffle the Minor and Major Power decks separately and place them within reach of all players, along with designated discard areas for each deck. Place Energy, Cities, Towns, Explorers, and Dahan in a supply area accessible to everyone.

The player places the Blight Card and adds Blight tokens onto it in Spirit Island

Player Component Setup

Each player chooses a Spirit and takes its Spirit Panel, along with thecorresponding Unique Power cardsfor their starting hand. Then, select a color and take the Spirit Presence tokens and Single-Turn Effect Markers in that color.

If you are playing the game for the first time, choose a low-complexity Spirit. These are the easiest Spirits to play:

The player assembles the island boards and places the pieces onto them in Spirit Island

You may also use the Power Progression card for your chosen Spirit,placing the listed Minor and Major Power cards nearby.When you gain a new card, follow the Power Progression order instead of drawing randomly.

When choosing a Spirit, be sure to consider their Complexity. Additionally, in the Play Style section, you can see the initial playstyle of that Spirit, but keep in mind that this playstyle may change as you acquire more Power Cards.

The player sets up the Spirit Panel and places the Presence tokens onto it in Spirit Island

Do not include any Adversaries or Scenarios if this is your first game.

Each player muststart on a different Island Board.Follow theSetup section on the back of your Spirit Panelto place your Presence tokens on the Island Board. After setup, turn the Spirit Panel to the front and place the remaining Presence tokenson the dashed circles of the Presence Tracks, from right to left, leaving the solid circles with numbers uncovered.

Players place their starting Presence tokens on the island in Spirit Island

Invader’s Starting Action

After setup, the Invaders perform an Initial Action. Reveal the top card of the Invader Deck. The Invaders willExplore the land type shown on the card.Slide this Invader card left to the Build action space.

Your game setup is now complete, and you are ready to play Spirit Island!

The player flips over the top card of the Invader Deck in Spirit Island

Island Boards And Lands

At the start of the game, each player’s Presencebegins on separate boards.However, as the game progresses, you may encounter effects or powers that allow you to move to or target other players’ boards.

Each Island Board contains a total ofeight lands and one Ocean.Each Island Board has two of each land type: Jungle, Wetland, Sands, and Mountain. Unless otherwise stated, pieces in the same land type affect other pieces within that land.

A single Presence is shown on the Island Board in Spirit Island

Two landsthat touch each other are considered adjacent.Even if lands from different Island Boards touch, they are still adjacent. All lands adjacent to the Ocean are referred to as ‘Coastal’ lands. Lands that are not adjacent to the Ocean are considered ‘Inland.’ The Ocean itself isnot considered a land and is not in play.

The back of each board features a thematic version with more realistic illustrations. Once you are familiar with the game, you can try playing on the Thematic Board for an added challenge, as it is slightly more difficult than the standard game.

A Sacred Site is shown on the Island Board in Spirit Island

Presence And Sacred Sites

If the game mentions ‘your lands’ at any point, you mustchoose a land that contains your Presence.Throughout the game, various effects, such as a Power or Blight, might remove your Presence. In such cases, place the removed Presence next to the Island.

If any player loses all their Presence on the game board,the players lose the game.

There is no restriction on the number of Presence tokens that can be in a single land. Terms like ‘Move’ or ‘Destroy’ refer to your Presence on the island unless stated otherwise.

What Is A Sacred Site?

If a player hasmore than one Presence in a land, it becomes a Sacred Site. Remember, some Powers require them to originate from a Sacred Site.

Since lands are small, you can stack your Presence tokens to save space and remind yourself that it’s a Sacred Site. The Sacred Site symbol in the game also represents stacked Presence tokens.

Range And Target Land

In the game, you will encounter the term range in Growth and Powers,indicated by a horizontal arrow.When you use a Growth option or Power that requires range, you mustfirst choose a Presence from which the range will originate.

Next, based on the range value, you select a land. An action with ‘Range 0’ musttarget the land with your Presence.If you select an action with ‘Range 1’, you may choose lands up toone space away from the chosen Presence.The number on the range is the maximum value.

For example, with an action of Range 1, you don’t necessarily have to choose an adjacent land; you can use it as if it were ‘Range 0’. Similarly, for an action with ‘Range 2’, you can choose a land up to two spaces away from your Presence. This is a maximum value, so you can use a Range 2 action as if it were ‘Range 1’ or ‘Range 0’.

In addition,there may be symbols next to the range icon, indicating that the action must originate from a specific type ofPresence or a Sacred Site.Pay attention to these requirements.

For example, if there is a symbol of Sand or Wetland next to the arrow,your chosen Presence must be in that type of land.If there is a Blight symbol next to the range, the Presence you choose must be in a land with Blight.

Target Land

On Power Cards or Innate Powers, you will see a section called Target Land. This defines the limitations of the target land for the chosen range originating from your Presence:

Description

Single Land Type

The selected power can only target that specific type of land.

Two Land Types

The selected power can target either of the two specified types of land.

The power can target a land that has Dahan.

‘Invaders’ Text

The power can only be used if there are Invaders in the targeted land.

The selected power can only target a land with Blight.

Specific Invader Type

To use the selected power, the specified type of Invader must be present in the land.

‘Any’ Text and Player Icon

No land needs to be selected; choose any player, including yourself.

‘Another’ Text and Player Icon

No land needs to be selected; choose any player other than yourself.

Red X Mark

Whatever the X is over must not be present in the chosen land.

Gaining A Power Card

Yu will gain new Power Cardsthrough Growth actions.Additionally, some other Powers may also allow you to gain Power Cards. When you gain a Power Card,it is added to your hand.When gaining a Power Card, you must firstdecide whether to take a Minor or Major Power Card.

Minor Power Cards are generally inexpensive to use and have smaller effects. Major Power Cards tend to be more expensive but offer greater effects.

After deciding,draw four cardsfrom the chosen Minor or Major Power deck. If there are no cards left to draw, shuffle the relevant discard pile to create a new deck.Select one of the four cardsand add it to your hand, discarding the remaining three cards.

If you choose a Major Power Card,you must Forget one of your cards.Forgetting a card means it is permanently removed from your hand. Place the forgotten card in the appropriate discard pile. If you Forget one of your Spirit’s Unique Powers,place it under your Spirit Panel to keep it hidden.

When you Forget a card, it can be from your hand, discard pile, or in-play area. You caneven choose to Forget the Major Power Card you just selectedif you change your mind. Remember that you will lose the elements of the Forgotten card, which may affect your ability to use Innate Powers.

If you are playing with Power Progression, instead of selecting one of the four drawn cards, you should gain the next card in the listed order.

How Power Cards And Innate Powers Work

Differences Between Power Cards And Innate Powers

The tools your Spirits will use to defeat the Invaders are Power Cards and Innate Powers. These are quite similar, but the key difference is thatInnate Powers are printed directly on your Spirit Panel.Innate Powers are free and theycan be used every turnif you can trigger them with the required elements, whereas Power Cards require energy to use.

Elements & Innate Powers

When you play Power Cards, you willsee elements on the left side of the cards.While the cards are in play, they grant you these elements. Some Power Cards have extra effects if you possess specific elements. Once the player’s turn ends and the ‘Time Passes’ phase is complete, the cards are removed and discarded, and theelements do not carry over to the next turn.

The elements required for Innate Powersare never spent;they serve as thresholds. Innate Powers check if you have the required number of elements but do not use them up. For example, if an Innate Power requires one Water element and you have two, you may use the Innate Powerwithout losing any elements.

You must apply Innate Powers fromtop to bottom, checking each elemental threshold to see if you can activate the next level. If a threshold section says ‘Instead’,it replaces the effects of the previous sections.

If you take Presence from your Spirit Panel and it has an elemental icon underneath, it will now permanently benefit you.

Fast & Slow Powers

The timing of your powers is crucial. Powers are divided into Fast and Slow based on their timing. Fast Powers occurimmediately after the Spirit Phaseand before the Invader Phase. Slow Powers occurafter the Invader Phase.

Be mindful when playing Slow Powers as theboard state may changeafter the Invader Phase, potentially disrupting your plans. Carefully consider your strategy before using Slow Powers.

The speed of the powers is indicated on the Power Cards and Innate Powers. You can also identify them by thecolor of the circle around the energy cost: red for Fast Powers and blue for Slow Powers.

Power Card Effects

Each Power Card has unique effects. Unless otherwise stated, a Power Card’s effectapplies only to the targeted land.For example, if a Power Card says ‘Destroy all towns’, it means all townsin the selected landwill be destroyed, not all towns on the board.

You must resolve the effects of the cardsin the order they are listed, and you cannot skip any part of the effects. If an effect states, ‘Invaders do not Build in the target land’, this effect lasts until the ‘Time Passes’, phase is completed.

General Principles

Knowing these general concepts will help you apply the rules more easily:

you’re able to Act As If You Have Fewer Elements

Use Reminder Tokens

If you have effects lasting throughout the turn, such as ‘Invaders skip all Actions’ use Reminder Tokens tokeep track of these effects. However, make sure to remove these tokens at theend of the turn during the ‘Time Passes’ phase.

Fear And Terror

Throughout the game, Spiritsgenerate Fear using their powers.Each power specifies how much Fear it generates. Additionally,if you destroy a Town or a City,you also gain Fear:

Destroying A City

Two Fear

For each Fear generated, place a Fear Tokenfrom the Fear Pool on the Generated Fear areaof the Invader Board. If you move all Fear Tokens from the Fear Pool to the Generated Fear area, without any left in the pool,take the top card from the Fear Deckof the Invader Board andplace it face down in the Earned Fear Cardsarea.

After moving a card,if you reveal a Terror Level Divider, place it on the Terror track printed on the right side of the board. As you reveal Terror Dividers, it will become easier to win the game:

Destroy All Towns and Cities

Three

Destroy All Cities

After gaining a Fear Card, return all Fear tokens from the Generated Fear areaback to the Fear Pool.If you are still gaining Fear tokens after gaining a card, don’t forget to move them back to the Generated Fear area.

You will open and resolve Fear Cards not immediately upon gaining them, butduring the Invader Phase.The effects of Fear Cards last only for the current turn anddo not carry over to subsequent turns.After resolving Fear Cards, discard them face up into the Fear Discard area.

If you acquire all Fear Cards, you will reveal the Victory section beneath the Fear Cards andwin the game immediately.

When resolving a Fear card, if you have earned a Fear card, place it in the Earned Fear Cards section. Once you finish resolving the current card, proceed to resolve the newly earned Fear card.

If a Fear card instructs each player to do something, players apply these effects to the specified locations as indicated by the card. Additionally, players execute this effect sequentially, waiting for each other in turn.

Invaders

Invaders are the only obstacle in the game that you need to eliminate. The further you advance the Terror Level,the fewer types of Invaders you need to destroy, making it easier to win the game.

Invaderscannot directly harm your Presencein the game. They inflict damage on two things: Lands and Dahan, typicallyduring the Ravage phase.There are three types of Invaders: Explorer, Town, and City. What sets them apart are their Health and Damage:

1

2

3

To destroy an Invader, you mustinflict more damage than its current Healthin a single turn. Some effects allow you to destroy or remove Invaderswithout considering their Health.

Destroying Invaders earns you Fear. However, the effects thatremove them will not earn you Fear.

Invaders are not limited by the number in the Supply. If they become scarce, use Energy tokens to indicate their numbers. Also, there can be an unlimited number of Invaders in a land.

Tracking Invader Damage

To track the damage you’ve dealt to Invaders,use their models.If a City is at full Health, it remains upright. If it has two Health remaining, tilt it with two buildings raised above it. If it has one Health remaining, tilt it with one building raised. To track damage to Towns, a Town at full Health remains upright. If it has one Health remaining, tilt it.

At the end of the turn, during the ‘Time Passes’ phase, remember that any Invaders and Dahan that have not been destroyedwill heal.

Blight

When adding Blight to a land, youtake Blight from the Blight Cardor, if not using the Blight Card, from the Invader Board. If the Blight on the Healthy side of the Blight Card runs out,flip it over to reveal the Blighted side, which has a negative effect. Once flipped, theBlight Card never flips back to the Healthy side.

Ifall Blight on the Blighted side of the Blight Card is used up, you lose the game. If playing without the Blight Card and all Blight from the Invader Board is used up, you also lose the game.

Presence Destruction

If Blight is added to a land with any Presence,each player with Presence in that land loses one Presence.

Remember, ifany player has no Presence left on any island board, you lose the game.

Blight Cascade

If a land already has Blight and another Blight is added,choose an adjacent land and add one Blight to it.

If your map already has a lot of Blight,Blight cascades can cause a chain reaction, adding multiple Blight tokens to your map.

Remember to destroy Presence during Blight cascades as well. Also, Blight added during setup does not destroy Presence.

The Dahan

The Dahan are the island’s natives and will aid you in destroying the Invaders. Each board starts with six Dahan, butincreasing their numbers is not easydue to the limited number of Powers that can affect them.

Under normal circumstances, Invaders damage both the land and the Dahan during the Ravage phase. Afterward,any surviving Dahan will attack the Invaders, with each Dahan dealingtwo damageto the Invaders.

Each Dahanhas two Health.If a Dahan takes more than two damage, it is destroyed and removed from the board. To track damage to the Dahan,flip the Dahan over if it has taken one damage.

Remember that at the end of the turn, during the ‘Time Passes’ phase, both Invaders andDahan will heal.

Note that, unless specifically stated otherwise, the Spirits' damagedoes not harm the Dahan.

Power And Fear Effects

Power and Fear cards can produce various effects on Invaders or Dahan. Here are the effects you might encounter:

Remove

If an effect tells you to remove Invaders, place them back in the game box. Remember, remove effectsdo not grant you Fear.

Replace

When replacing Invaders, first remove the original Invader. Then, place the new piece in its place. If the replaced piece had taken damage, thenew piece retains this damage.

Destroy

This effect allows you to destroy Invadersregardless of their Health. Remember, destroying each Town grants you one Fear, and destroying each City grants you two Fear.

Damage

Unless stated otherwise, any Damage specified by Powers or Fear cards isdealt to Invaders.You choose a target land anddistribute the damage among the Invadersthere as you see fit.

Defend

Defend directlyreduces the total damage dealt by Invaders.Since Invaders simultaneously damage both the land and Dahan during the Ravage phase, subtract the Defend value from their total damage. Defend effects do not carry over to the next turn. If multiple Defend effects are applied to the same land, their values are cumulative.

Removing Blight

If an effect allows you to remove Blight, place the removed Blightback onto the Blight card.If you’re not using a Blight card, place the Blight on the Blight area of the Invader Board. Blight returned to the Blight card does not affect flipping it.

Gather

When applying a Gather effect, you move specified piecesto the target land from adjacent lands. For example, if you need to gather up to three Explorers, you’re able to move two Explorers from two different adjacent lands to the target land. Note that effects that increase a Power’s range do not affect the range of Gather.

Push

With a Push effect, you can distribute specified piecesfrom the target land to adjacent lands.Select the target land and move the specified pieces to any adjacent lands as you see fit. For example, if you need to push two Dahan, you can move them from the target land to any adjacent lands. You don’t have to push them to the same land; you candistribute them to different lands.

Repeat

A Repeat effectallows you to use a power again.However, you do not gain the elements of the repeated power a second time. You cannot use a Repeat effect on another power that is itself being repeated. If a power is repeated,it occurs in the same phase as the original(Fast or Slow). When repeating a power, you do not have to make the same choices as the first time. Any target land or range limitations of the repeated power must still be followed.

Sequence Of Play

Spirit Island is a cooperative gamedivided into specific phases, with players acting simultaneously during these phases. Throughout the phases, players discuss and strategize together, which is essential for winning the game. The game phases are as follows:

Decision Making

During the game, you will need to make certain decisions, and some actions will require you to add components to the board, such as blight cascades or Invaders causing damage.

Spirit Phase

During the Spirit Phase, you will perform three steps in order:

Remember that each spirit has its own Special Rules. Don’t forget to play according to these rules while playing the game.

Grow

First, you must perform a Grow action. On the front side of the Spirit Panel, at the top, you willsee the Growth section.Choose one option from this section. Some Spirits may allow you to choose more than one option,indicated in parentheses, but typically you will choose just one.

The Growth options areseparated by vertical dividerson the Spirit Panel. You must perform all actions within the selected section, butyou can do them in any order.Common Growth options you will encounter include:

Gain Energy

Gain thespecified amount of Energy.Place the gained Energy tokens in front of you.

Allows you to gain a Power Card.

Reclaim Cards

Allows you to takeall your used (discarded) Power Cardsback into your hand.

Gain Energy equal to thehighest uncovered number on your Energy Presence Track.Place the Energy tokens near your Spirit Panel.

Unused energy carries over to the next turn. Transferring energy between players is not allowed.

Play And Pay For Power Cards

After gaining Energy, you may play Power Cards. The number of Power Cards you can play isdetermined by the highest uncovered number on your Card Plays Track.You can play up to this number of cards. The chosen cards can be either Fast or Slow Power Cards. Pay the total Energy cost for the cards you play, which is indicated in thetop left corner of each card.

The cards you play will provide you with Elements, shown on the left side of the cards.Do not resolveany of the played cards yet. This completes the Spirit Phase.

Fast Power Phase

After completing the Spirit Phase, players resolve their played Fast Powers. Powerscan be resolved simultaneously with other players, but one powershould not interrupt anotherduring its resolution. Power Cards and Innate Powers can be resolved one by onein any order the players choose.

If players decide not to use a played Fast Power card,they can skip it entirely. In this case, they stillretain the elementsprovided by that card. Remember, you cannot use Fast Power during the Slow Power Phase.

Invader Phase

The Invader Phase is divided into four different steps as follows:

Blighted Island

During this step, if you are playing with a Blighted Island card and it has flipped, you mustapply the effects.If the Blight Card says ‘Immediately’, apply its effects as soon as it flips, not during this step.

Fear

In this step, if you have earned a Fear Card, you mustresolve the effects of the Fear Cardsyou have earned. When resolving the cards, remember to apply the effectsaccording to your current Terror Level.This means you only read and apply the text corresponding to your Terror Level.

If you have multiple Fear Cards, resolve them one by one in sequence. Remember that the effects of Fear Cardsonly last for the current turn.

Invader Actions Overview

Invader actions on the Invader Board arecarried out from left to right. The land types on the Invader Action cards indicate which type of land the Invaders will act upon. If there is no Invader Card on a space, that action will not occur this turn.

When performing Invader actions in multiple lands, you can resolve these landsin any order you prefer.

When you reveal Stage III Invader Cards, you willsee two land types on them.This means that Invaders will now take action in every land of both types shown on the board, making the game more challenging for you.

Ravage Action

During this action, if there is an Invader Card in the Ravage space on the Invader Board, the Invaders will attack the lands of the type shown on the card. For example, if the card shows Sands, all Sands on the game board will be subject to Ravage.

To calculate the Invaders' attack, sum their attack values, then the Invadersdeal damage to both the land and the Dahan simultaneously.If any Dahan survives, they counterattack the Invaders.

For example, if the Invaders deal three damage, they deal three damage to both the Dahan and the land.

If a Defend action has been used,it will protect both the land and the Dahan.Subtract the Defend value from the Invaders' attack value.

If the land takes two or more damage,add a Blight to that land.For every two damage dealt to the Dahan by the Invaders,destroy one Dahan.You cannot split this damage, and you must destroy as many Dahan as possible. For example, if the Invaders deal two damage to two Dahan, you cannot split it as one damage each; you must destroy one Dahan.

Remember thatsurviving Dahan deal two damageto the Invaders each. Even if the Dahan take no damage due to Defend, they will still counterattack since the Invaders performed a Ravage action. However, if the Ravage action is skipped, the Dahan will not counterattack. you may allocate the Dahan’s damage to the Invaders as you see fit.

Build Action

During this action, if there is an Invader Card in the Build space on the Invader Board, the Invaders will build on the land type shown on the card.There must be at least one Invader presentfor this action to occur, resulting in either a Town or a City being built:

Land has more Towns than Cities

In all other cases

Build a Town

Explore Action

Flip thetop card of the Invader Deck.Invaders will explore all lands of the type shown on the card.

If the card has a flag icon, it relates to Adversaries. First, resolve the Escalation effect from the Adversary, then perform the Explore action.

Ifthere are no more cards to draw from the Invader Deck, time has run out, and you lose the game.

For the Explore action to occur, certain conditions must be met. If the lands of the type shown do not meet these conditions, they are not explored:

Land contains a Town or City

Add one Explorer

That land is adjacent to a land that has Town or City on it

Land is adjacent to Ocean

Don’t add Explorer

No matter how many conditions a land meets, you only add one Explorer.Add Explorers from the supply, not by moving them from the board.

Advance Invader Cards

After the Explore action,shift all Invader cards one space to the left.The card in the Ravage space moves to discard, the card in the Build space moves to Ravage, and the card in the Explore space moves to Build. This gives you insight into what the Invaders will do next turn.

Slow Power Phase

In this phase,players play their Slow Powers.Identify and resolve the Slow Powers from the Power Cards on the table or from your Innate Powers. This phase functionssimilarly to the Fast Power Phase.

Time Passes

At the end of each turn, the Time Passes phase occurs. During this phase, you need to do four things:

After the Time Passes phase, you will have completed the turn and thegame will return to the Spirit Phase.

Victory And Defeat

To win the game, you need to fulfill the conditions of the current Terror Level. The momentyou meet the conditions for your Terror Level,you win the game. The game starts at Terror Level I, and as you earn Fear Cards, you reveal Terror Level Dividers, progressing the Terror Level andmaking the conditions easier.If you obtain all Fear Cards, you automatically win the game.

Sometimes the effects of Power Cards can lead to both losing and winning the game. If both conditions occur simultaneously,you achieve a Sacrifice Victory.

There are three conditions that can cause you to lose the game:

Blight Overload

If you run out of Blight on the Blight Card or Invader Board, you lose the game.

Time Runs Out

If you cannot draw an Invader Card because the Invader Deck is empty, you lose the game.

All Spirits' Presence Destroyed

If any Spirit has no Presence left on any Island board, you lose the game.

Gameplay Options

Solo Mode

The only difference in solo mode is thatyou can target yourself with powers that usually target another Spirit.However, if a power grants an additional benefit when targeting another Spirit, youdo not receive that benefit.

For example, the effect of the Gift of Constancy card is as follows:(Target Spirit gains two Energy. During Time Passes, target Spirit may Reclaim one Power Card instead of discarding it. If you target another Spirit, you may also Reclaim one Power Card instead of discarding it.)

When you use this card, you gain two Energy and may reclaim one Power Card instead of discarding it during the Time Passes phase. You do not gain any other additional benefits.

Adversaries

If you want to play against specific nations,choose an Adversary before setup.When playing against Adversaries, the flag icon on Stage II Invader Cardstriggers that nation’s Escalation effect.Additionally, some Adversaries have Additional Loss Conditions. Pay attention to these while playing.

Each Adversary has a difficulty level, which might alter the setup based on the level you choose. If you don’t want to play at a specific difficulty level, use the Base Level, whichincludes only the Escalation effects and Additional Loss Conditions.

Remember, thedifficulty levels are cumulative.For example, if you play at Level Two, the effects from Level One and the Base Level are also in effect. Adversaries might have persistent effects, so use the Adversary’s Reminder tiles to keep track of modified actions.

Additionally, the Fear Cards section to the right of the current Adversary Level should be appliedwhen setting up the Fear Deck. This makes reaching Terror Levels more challenging.

Scenarios

you’re able to select a scenario to change the game rules and win conditions. The difficulty of each scenario is indicated in the upper right corner. Youcan combine scenarios with Adversariesfor a varied gameplay experience. Scenario rules always take precedence over Adversary rules.

Thematic Board

You can play using the reverse side of the Island Boards, which makes the game more challenging. If you want to play with definitive geography based on the number of players:

Scoring

You can use scoring to measure your performance in the game. Use the table below for scoring:

Difficulty x 5

+10

+2 per card on the Invader Deck that remains

+1 per X living Dahan (X: Number of players)

-1 per X Blight on the island (X: Number of players)

Difficulty x 2

+1 per card not in Deck (both in the discard and on the face-up ones in Invader Actions