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What Spirit Islands are you comboing?
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We also came to the conclusion that we really like the event deck and miss it when it is gone. The extra bit of swing keeps things fresh and stimulating, like the fear card effects but with some detriment wrapped in with the boon, plus it's also important for spirits who make use of tokens because so many of the events are tied into them.
Had a game of note with Lure and Vengeance that ended with a total board wipe. I've been avoiding Vengeance because I tried it during development and it felt massively overpowered, and after a handful of games my opinion hasn't changed in the slightest. You have to go totally against your instincts, pushing invaders into instead of out of blighted regions, allowing ravages to happen, keeping disease on the board instead of preventing builds. It's described as a late-game spirit but I have been finding it super easy to power up with double presence and the fear/disease power my standard first turn play, then blocking one ravage and allowing the other to half-destroy a sacred site in the second round. On turn three Vengeance is destroying entire communities of invaders, taking out cities and towns in one hit and only getting stronger after than. Energy is really easy to come by as well so it very quickly starts pulling major powers, and with those innates having major-level effects it can completely put the invaders on the end of a leash by the fourth round.
We ended that game with a solitary explorer in the mountains with a Dahan about to go into a ravage, technically the game was already over but we thought we should let the island have the punchline: boardgamegeek.com/image/6104635/mezike
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Yeah, we'll have to give events a shot again sometime but our first experience with them wasn't good.
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- Jackwraith
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- Maim! Kill! Burn!
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My wife just refers to weekend Spirit Island (in a positive way) as "date night" and we've just played it every weekend we're free, often many times into the night. We've been going at this game hammer and tongs, closing in on 100 plays, minor power cards wearing out. I played a little of the major power spirits recently and we've crept up to difficult 7 (France lvl 3 most recently). We played three times today, one loss with Fangs and then I swapped to Many Minds... tough game but we came out pretty clearly ahead and finished off the enemy.
Anyone have any advice on doing damage with Many Minds? It's its one huge achilles heel (along with energy, you're just not going to major power with it) and I'm not quite sure what to do about it. I'm not a total idiot, obviously dahan are your weapon but I just didn't pull any dahan moving cards besides the initial draw and it was a real grind of a game. You can only defend in so many discrete places.
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Only played Minds a couple of times and I just don’t think that damage is in the picture, it’s gig is to work purely in support? Stitching lands together gives reach to the other spirits and facilitates the guiding of invaders, helping to create safe zones (which are otherwise nigh on impossible to realise at higher difficulty levels) and to bunch the invaders into mega cities which reduce blight and create ripe targets for major power takedowns. It just doesn’t have the innates or the power generation to work with damage, a little bit of plink damage from minor cards is probably the best you can achieve (by design).
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I was mist and I was paired up with Lure. We started kinda slow. The Haps did not and blighted the island on turn one or two. Lucky / unlucky for us we flipped a 4 blight per player lose a presence if you play paper that cost 4 or more or 3 power cards. We got a few turn respite from that as we were nowhere near that strong.
I do t feel like a had a particularly well played game. My power draws were uninspired. I did get the minor that give you and another player 3 icons of choice and basically had some uninspired turns while getting Lure to go ham. We were down to two blight. But we stabilized and eked put a terror two victory.
I felt super rusty. But quite enjoyed the game.
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