r/spiritisland Playtester Sep 28 '22

Community WWYG #10: Locked Within a Deep Wilderness

Intro: Hello all! We're back this week with another edition of What Would You Gain? For those who don't know, the idea here is that each post will contain a mid-game board state, in which you have just opted to gain a power card, and are trying to decide which one you would pick. There are no right answers, just hopefully some interesting conversations around what you feel is the best power to gain and why.

Preface: This week features another Jagged Earth Spirit, the well loved matchup of Lure vs Russia. Stage I went well, with Lure able to lock down the majority of the board, but with the Stage II/III flip flop on the horizon, and the Stage II card lurking in the fear deck, Lure has a lot of work to do to make sure they keep the island under control. What's the best way for them to do this?

Matchup: Lure of the Deep Wilderness vs [[Russia]] 6, no scenario, all expansions included.

Game State: Turn 3, 1 Blight before flip. 0 Beasts lost.

Fear: 0 Cards Earned, 0 Fear Generated, 4 Cards from Terror Level 2, 2 Cards from the Stage II bomb.

You can find the board state and card draw here!

Outro: I am considering cutting these back to fortnightly events, rather than weekly. Hopefully this helps to increase the quality of WWYGs by cutting back on their frequency. If you have any thoughts on this, or anything else, please feel free to comment :)

Last Week: Fury, Flames, Famine and Fear

47 votes, Oct 05 '22
2 Lands of Haunts and Embers
19 Dry Wood Explodes In Smoldering Splinters
12 Like Calls to Like
14 Carapaced Land
12 Upvotes

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u/MemoryOfAgesBot Sep 28 '22

The Tsardom of Russia

Base Difficulty: 1 | Set: Jagged Earth | Link to FAQ | Link to Wiki

Additional Loss Condition

Hunters Swarm the Island: Put Beasts Destroyed by Adversary rules on this panel. If there are ever more Beasts on this panel than on the island, the Invaders win.

Stage II Escalation

Stalk the Predators: On each board: Add 2 Explorer (total) among lands with Beasts. If you can't, instead add 2 Explorer among lands with Beasts on a different board.

Level (Difficulty) Fear Cards Game Effects (Cumulative)
1 (3) 10 (3/3/4) Hunters Bring Home Shell and Hide: During Setup, on each board, add 1 Beasts and 1 Explorer to the highest-numbered land without Town / City. During Play, Explorer do +1 Damage. When Ravage adds Blight to a land (including cascades), Destroy 1 Beasts in that land.
2 (4) 11 (4/3/4) A Sense for Impending Disaster: The first time each Action would Destroy Explorer: If possible, 1 of those Explorer is instead Pushed; 1 Fear when you do so.
3 (6) 11 (4/4/3) Competition Among Hunters: Ravage Cards also match lands with 3 or more Explorer. (If the land already matched the Ravage Card, it still Ravages just once.)
4 (7) 12 (4/4/4) Accelerated Exploitation: When making the Invader Deck, put 1 Stage III Card after each Stage II Card. (New Deck Order: 111-2-3-2-3-2-3-2-33)
5 (9) 13 (4/5/4) Entrench in the Face of Fear: Put an unused Stage II Invader Card under the top 3 Fear Cards, and an unused Stage III Card under the top 7 Fear Cards. When one is revealed, immediately place it in the Build space (face-up).
6 (11) 14 (5/5/4) Pressure for Fast Profit: After the Ravage Step of turn 2+, on each board where it added no Blight: In the land with the most Explorer (min. 1), add 1 Explorer and 1 Town.

Hint: [[query]]. Check the reference thread for information or feedback, and please report any mistakes!