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What Spirit Islands are you comboing?
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I wonder how much better it would be as a main focus of a pair.
Would have to be Fracture and Downpour or maybe Fracture / Finder.
Isolation when you know it’s gonna land seems like it could be a possible strat. It helps that downpour is just awesome and Fracture and do crazy stuff. Rolling a stage 2 card back to a stage one is pretty crazy strong without isolation. It’s almost like skipping a huge portion of the game if setup right.
Too many really cool spirits and not enough games . A good problem I suppose.
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If you build to trying to land haymakers you either need it in proliferation or fore knowledge. Or both. Downpour let’s you wall off the coast with it repeated. (Is this better than repeating other cards?) or you use Fracture to isolate and then pick your invader card for the turn for maximum bang for your play.
This is likely way too much effort for the affect It it seems fun to try.
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I totally get that it’s not for everyone but the game feels two rote without them for me.
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I really struggle with this game - I want to like it much more than I do. I believe the solution is to simply play more as what's lacking on my part is intuition on strategy. As it stands I find myself in a situation where to get experience I need to play solo and solo with one spirit feels a bit like half the game but playing two handed solo is even more overwhelming! I'm starting to convince myself that this is a lifestyle game like Magic or Warhammer where continued repeated play is heavily rewarded to the point that you play this to the exclusion of other games.
Which explains why I think this game has been such a hit with duos/couples, it's the perfect game for gaining experience with together. It was super interesting to see two good players coordinate with spirits that synergised in powers - it is how I imagine conversations inside a war room would feel like with multiple commanders coordinating forces in a war/battle to win the day.
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sornars wrote: it is how I imagine conversations inside a war room would feel like with multiple commanders coordinating forces in a war/battle to win the day.
Yes, exactly that, that is spot on. There's a bit more of a puzzle to it because although you can see and plan around big trends (e.g. the Jungles will be a key battleground for the next few turns) it is very tactical in nature due to the capabilities of each spirit being so dynamic from one turn to the next - the combination of growth option, cards in hand, and the associated balance of elements triggering innates and power boosts.
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As I said earlier, I need the events to make the game less rote. And that if for sure true. Without events blowing holes in your plans the game is too simple. I understand how crazy that is to say about a game complex as this one but without events you have perfect information. There is one important part of events which we have not touched on.
Events make the island come alive. It adds a much needed sense of vibrancy to the game. Beasts move around and stalk things. The Dahan migrate and change locations. Plan raids or learn the ways of the invaders. The plague comes and invaders squabble with internal politics or issues. Magical things happen that later the Spirits who experience them changing them in unique ways.
All of this is made possible by the event deck. For me it’s just not the same game without it.
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If you know me, I am usually *all about* systems randomly disrupting game equilibriums so it's not a normal thing for me to say. Something about the typical environment I play the game in. Glad to play it with events, though, I recognize it as the canonical way to play the game and it doesn't bother me much.
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In any case, I've finally cracked the code - I feel like I'm actually playing the game now. I focused on grinding out games with the basic spirits using the progression decks until I started being able to understand the flow of things. Parts of the strategy behind this game are very opaque such as figuring out when to cut my losses and just use Blight as another health resource or when to pivot away from towns and just focus on cities as you're ramping up to Fear level III. I've finally graduated to the full game with moderate spirits and have started throwing in adversaries. The digital implementation has a quick play mode that sets up the game randomly to a specified difficulty level which makes it easy for me to try new things without the difficulty ramping up too much.
It was after ten games or so that I used Thunderspeaker and realised that I had transcended this morass of rules and systems and had actually started to enjoy myself and have fun. I have to admit I have never given a game so many second chances as I have this one. The wonderful presentation, clear evidence of good systems and testimonials from you all were required for me to get to this place, I genuinely wonder how it got to be as popular as it is!
In getting here I've made a few observations about the game:
1) Branch and Claw is almost essential. The event deck and extra tokens (strife/disease/animals/etc.) are required for the game to feel alive. I'm delighted when something swings in my favour and pained when they conspire against me.
2) I would never want to play this solo by myself in the real world. The UI tweaks of the digital version were essential for enforcing correct play and making decision making more clear. The undo function was used liberally to see where a card could be targeted and what my range would be if I put presence in this land instead of that land, etc. I could obviously do that in person but it'd be tedious as hell. The digital version defaults to letting you undo up to the last point where new information was revealed.
3) As a result of 2, I'd play much faster using this version than analog or TTS. I'm not an AP prone player but this game brings out the worst of me. I worry about slow playing if playing with other people. For the time I spend thinking and taking back moves, the digital version makes up the difference by automating all of the movement and exploration bits.
On reflection, I had a similar arc with Sentinels of the Multiverse. I bought a physical copy hated it but gave the digital implementation (also by Handelabra) a chance. I ended up enjoying it quite a bit but only digitally.
TLDR: I think Spirit Island is a much better video game than board game and I'm finally starting to enjoy it on those terms. This may just be a hallmark of Greater Than Games's design ethos.
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Both games you mention start with a simple premise that then rapidly evolves into complex decision trees, and I think that is more of GTG's thing than anything else; I often compare Sentinels to 1k blank cards because it has the same format of starting with two or three simple rules and then every turn another two or three rules get added, so on ad nauseum. Spirit Island front-loads a lot more of it's rules of play but that can be to the detriment of understanding the difference between "what are my goals?" and "how do I achieve them?" because you get everything thrown at you all at once and things then inevitably get much worse before you reach the turning point and start taking back control.
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My spouse and I played against lvl 4 Russia today, difficulty 7. We ended up with a pretty comfortable win, it helped that she was Lure of the Wilderness. Wilderness absolutely hoovers up explorers and kills them in great clumps, which is exactly what you need against Russia. I used River, who I really enjoy, and I used my favorite version of River with the ability to ferry dahan around in the growth phase. Really love that version of the Spirit. It helped that I had pretty good draws, including getting the blue/yellow dahan creating coastal power early which was pretty clutch. My board ended with 13 dahan on it.
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