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Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


ConfusedUs posted:

For my next game, I want to play either Volcano Looming High or Shroud of Silent Mist. My partner will probably play Stone's Unyielding Defiance.


Which of those two works better with Stone? And any tips for playing any of those three?
SUD is not that difficult to play, and quite strong even from the start. It basically tells you how to play it, and the innate/starting powers are strong enough that as long as you keep things under control, you will be a powerhouse by the end. It's probably my favourite "defensive" spirit.

I've played quite a bit of Volcano Looming High and although I love it, it's quite tricky to play it right, and certain combinations of blight will absolutely wreck you, especially any blight events/cards that force you to remove presence from the board. You absolutely cannot afford to lose any presence as VLH because the build-up is so important to your overall plan. Your build-up can be quite slow, so you absolutely need a fellow spirit that is strong from the start and that can keep blight under check before you are able to blow your top. I haven't tried VLH in combination with SUD but I think it would work relatively well in a combo. One thing to keep in mind about VLH is that it's sometimes better to do several smaller explosion that one big one.

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Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


One of my favourite spirits is Keeper of the Forbidden Wild. The gimmick with this spirit is that your innates allow you to spread Wild, which prevents exploration, or if they do manage to infiltrate somehow, get rid of them from area with Wild tokens. The idea is that you build a wall of impenetrable green that is impossible for the invaders to encroach apon.

This lead to my favourite solo game of Spirit Island ever, which ended with the following board state:



That is a lot of wild and sacred sites, even for Keeper. But I did get the following set of powers:



Combination of these three, my innates and my starting powers absolutely obliterated the invader, which had at one point 7 towns in the number 7 wetland (I was playing Habsburg), before my wall of green wiped them off the map.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Yeah, combination of that and Unrelenting Growth just turbo-charged my offense.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Played a game with Lure of the Deep Wilderness because it’s my favourite spirit by far. Goddamn I love the steady rhythms of playing a slow set up by luring people in/creating a mosh pit with the starting cards, and then unleashing the hurt in the next turn in the fast phase.

I was playing with a friend playing Finder of the Paths Unseen and I managed to draw Quicken The Earth’s Struggle and hmm, that was pretty much the only things I needed to win the game. My fellow spirit kept packing in towns and cities into my mosh pits, and playing Quicken along with Swallowed by the Wilderness was an incredible amount of damage and fear (had like a place with a city and 5 towns and they all evaporated), and that along with my relatively poweful innate was more than enough.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Inspired by the LP and because I love the spirit so much, I want to do a mini-review of Lure. I've played about 3-4 games with the spirit so some stuff might be wrong (or just my opinion) so if people want to critique my review or want to correct something since they have more experience with it, feel free.

Lure of the Deep Wilderness



Most early Dahan settlements clustered along the coasts. From time to time, a handful of residents would get a distant look in their eyes and stride off into the heart of the island, no pleading or reason dissuading them from seeking some distant call only they could hear.

Many of these involuntary wanderers survived and settles together in time. This may have hastened the First Reckoning, as they relied much more on agriculture than did their fishing bretheren along the coast.

A few wanderers spoke of finding the Spirit which called them ever-further inward, in voices of wonder mingled with fear. But most never even saw it, only felt its distant beckoning.


Lure of the Deep Wilderness is meant to be the Land Counterpart to Ocean's Hungry Grasp: while the latter is forced to remain in costal lands, Lure is forced to remain Inland, never once able to touch the costal lands of the Island. I do think that the limitation for Ocean, however, is more stifling to its strategy than Lure, and the combination of its innates and starting power cards means that Lure has an easier time overwhelming invaders, even if they are in costal lands, than Ocean has in terms of dealing with Invaders that are deep inland.

Lure is one of the premier Explorer killers in the game, and has a variety of different ways to move explorers around, as well as kill them: this easily allows Lure to draw explorers out of areas where they recently explored, making it relatively easy to prevent builds once Lure is set up. It can even react to towns being placed, either through escalation effect or opponent powers, although it can struggle to deal with cities with just their initial power cards and innates, although the innates do allow destruction of cities eventually.

Special Rules

Lure's special build on their specialisation: Home of the Island's Heart prevents your presence from being placed or moved to costal lands (even if someone else is doing the moving for you), while Enthrall the Foreign Invaders prevents 2 explorers from ravaging per presence you have, which can be very useful in a pinch.

Unique Power Cards

The starting power cards for Lure are, in my opinion, quite potent and efficient in terms of power, and you'll be leaning on them even late in the game. You can almost build an entire offense just on them, although additional sources of damage and abilities that draw in more invaders into your moshpits can be welcome.


This is probably the most situational card that Lure has, although the element distribution is quite nice. The Wilds token can be used to boost your moshpit, or just to prevent the invaders from exploring inland. I've only used the disease token once or twice, to prevent city builds, but since it is slow it can take a lot of set up to use properly, so it's very rare that I place a disease with this card.


I've grouped these together because I usually use them in tandem. Softly Beckon Ever Inward is an incredible movement card, and allows you to start setting up what I like to call the Lure "moshpits". Moshpits are single areas, usually set up within the middle of an island, that has a combination of beast, badlands, wilds or disease tokens, along with usually some Dahan (although Dahans are less useful because you don't have any defense unless you fish for them, and your Special Rules can be a nonbo since you can potentially prevent ravages outright). Perils of the Deep Island is the second part, and creates Badlands, Beast tokens and potentially push out Dahan, although the main thing you will use it for is the beast/badlands token placement. Once you have set up your moshpit with the above two cards, it is time to liquidate it, which is where the final unique card comes in.


This card, to me, is incredible. You can do up to 5 damage, fast, for one cost, with additional fear production. As well as that, you probably placed Badlands the previous turn, so the damage on this card is increased even more. The only thing going against it is that it does not have a moon element, but even then this is a really powerful card and plays well into the natural ebb and flow of Lure.

Innate Powers



The innates are also fairly powerful within themselves, although you will need some help to trigger them in terms of elements. Forsake Society to Chase After Dreams is basically the way you can bust up Cities eventually, especially if they are in the coast and relatively hard for you to reach. Never Heard From Again is meant to either help you set up the moshpit or help liquidate it, with the explorer destruction being quite powerful by itself. It is possible to use your innates from the very start, since playing Softly Beckon Ever Inward with Perils of the Deep Island just require an extra green element (which you can get as a growth option!) in order to be able to use both the second stage of Forsake Society and the explorer-destruction part of Never Heard From Again, but to hit the other sections you will need some help, either from your presence tracks or from additional card plays.

The innates are also a relatively good source of fear as well, especially since you can farm fear from explorers, although the one for Forsake Society is conditional and does mean that cities will only give you one fear instead of two, since replacing invaders does not give fear rewards.

Presence Track and Growth



Growth options are relatively standard: you can only realistically place one presence per turn (if you don't reclaim), and you have an inland restrictions, although being able to place up to 4 away does mean that you have a surprisingly large reach and can pop up to deal with problem areas relatively easily. The energy/element or picking up a minor/major power is also pretty standard, and you usually will want to pick up cards unless you absolutely need a specific element or need energy to play cards.

The presence track doesn't have many surprises either, just having a pretty standard energy and card play progression, although with some elements sprinkled in and a "Reclaim One" at the end of each track.

Opening Play and Strategy

In my opinion, Lure's best opener is to place presence and gain energy and a green element during growth, uncovering the 2 card play space in the presence track. You then play Softly Beckon Ever Inward and Perils of the Deep Wilderness to start creating a moshpit as soon as possible. This will also allow you to play your innate powers, and this is a huge leg up in terms of getting set up and already start dealing with invaders and stifle them from the get-go. Turn two, depending on how large your moshpit is, is then used to play your other two cards, with a potential for picking up a minor power as well.

Picking up Minor powers that give you the right elements and either augment your damage in the moshpit, or allow you to push/gather more invaders into the moshpit is also really good, since your powers, although powerful, have a limit in terms of how many invaders they can actually deal with. Eventually you will want to get into a rhythm of playing your set-up slow powers one turn, and your damaging fast powers in the next, with even small sources of damage doing quite a bit of leg-work thanks to Badlands, so getting efficient fast minor powers is crucial. Ideally you also want to push the card play track as much as possible, since your growth options have sources of energy, although the elements (especially moon) from the energy track can be useful.

Thematical Conveyance

I feel that the thematic conveyance of Lure is incredibly, and the spirit itself has lots of neat touches that really showcases how far the design of spirits has gone, especially since Jagged Earth. For example, most of the unique powers and innates that Lure have only affect its space only, so you need the presence to lure the invaders in: without that lure being present, the invaders won't be enticed. Forsake Society is incredibly thematic: you can just imagine the invaders packing up and leaving their towns or cities and heading inwards, to the consternation of their fellow colonisers, that suddenly find empty towns and cities, and become afraid of what happened to them (represented by the fact that you only generate fear if there is a town/city left). Once there, the explorers meet unfortunate end by either beasts, or the land itself: accidental deaths, but ones that show the Island to be inhospitable and dangerous, building up fear as those explorers are never heard from again.

Why you should play Lure

It's a loving angler fish, but for invaders. You create these moshpit of deaths with countless tokens and then draw invaders towards them, to their eventual death. The thematic link between the powers and the spirit is incredible. Although termed to be of moderate complexity, I feel that Lure is actually relatively easy to play, and has a clear plan and strategy from the very start, without requiring too much additional help from drafted powers. Seriously, play it, the spirit owns.

Tekopo fucked around with this message at 23:43 on Apr 6, 2023

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


I really want to try Ocean paired with Lure, but yeah, honestly I think pairing Lure with a pusher spirit like Finder or BoDaN makes the combo a lot stronger. I almost feel like Lure and Ocean almost compete in a way and aren't as strong together as people think. Do people have experience with pairing Lure/Ocean?

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Another bonus of Lure that I didn't think before is that you are a weird frog-like thing.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Ah cool, thanks, must have missed it before.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Did someone say sun?

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Mostly I play on TTS with friends, or on my yearly boardgaming country side retreats. This year we are going to what I've been told is a polder in the netherlands.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Played a game with Fangs for the first time and heard people say he's kinda janky, but I really enjoyed playing them. Was paired with an Ocean, so the chase card was super good to cast people back into the sea. I eventually managed to draw Pent-Up Calamity and since I had picked up a couple of majors that allowed me to place even more beast tokens down, along with a strife, I was able to clear entire pockets of opponents really easily, along with doing a heck of a lot of fear generation. I've heard there's some issues in the design of Fangs, even if they are super mobile, what are people's thoughts?

Edit: It was a level 3 Prussia as well, so difficulty 6.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Perry Mason Jar posted:

Pent-Up Calamity should be an insta-win with Fangs if you grab it early. Same with Panthers Prowl. Such fun majors on Fangs, and he's really wanting for good majors (B&C).

I really enjoy him, playing only base + B&C, but falling behind on blight can be such a big black eye that some games are a huge tightrope act.
I got Prowling Panthers and Pent-Up Calamity and yeah, it made Fangs into a real powerhouse where I was just flooding the board with Beasts and then using them for a huge amount of damage.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Gotta be my boys Lure of the Deep Wilderness and Volcano Looming High.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


I also forgot Stone's Unyielding Defiance, who loving owns. Hit me, and I'll hit you twice as hard.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Also it is possible during the course of the game that your spirit moves closer or further away from the Dahan, depending on what powers you pick. That's one of the things that I like about the game, that getting new cards represents your spirit adapting and growing from their interactions with the invaders/dahan.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Played Behemoth and it felt like My Kind Of Spirit(tm). Love spirits with strong innates and turtling around the island smashing whole clusters apart with my Incarna felt awesome. Think this one goes on my shortlist along with other innate-strong spirits like Volcano, Lure and Stone Undying Defiance.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


I also got to play the Void Major Power in that game and lol and might I add, lmao.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Also I saw Bleeding Waters and it seems really cool, and I like that as you progress your spirit gets an entirely new name, either being angry as gently caress and becoming an offense-based spirit or going for more of a support role.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


In the game I played Behemoth, our Wounded Waters Bleeding became Roiling Waters Taste of Ruin and their pack of ravaging beasts pretty much cleared their entire quarter of the map. It was a sight to behold. I like that potentially there are 4 different combinations that you can play, and wonder how useful each other in comparison to each other.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


I just noticed that one of the pictures in the OP of the thread has a Ocean board set up with yellow pieces. Who uses anything other than blue pieces with Ocean?? You have to choose thematically appropriate colours for your spirits, people. Yellow for Lightning, Blue for Ocean, Green for Keeper or Spread!

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


There's teal, right? River and Downpour can fight over that.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


For Wounded Water you have to switch to red or blue depending on what you end up as

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


I pick purple only if I'm playing BoDaN, seems to fit to me.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


"Awakening" isn't really a mechanical thing for Serpent, although the usual point where people determine that he is "awakened" is when you manage to put down the presence from the two coinciding lines, because any space after that is extremely powerful in terms of energy gain/plays.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Behemoth is incredibly good, cool and my friend. He lets me ride and everything

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


If I was the kind of person to get pissed off at such things, I think I would be pissed that I still haven’t got my copy of the new expansion while it has already been in shops here for ages.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Apparently I’m going to get NI in April now. Lmao, and might I add, lol

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Yeah I tried the stomping turtle spirit and it was so much fun to play around. I'm not even really pissed off any more, it is what it is and as long as it actually arrives in April so that I can bring it to the boardgaming weekends I have planned in May, I don't really care.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.




:thunk:

I know, I know, I just thought it was funny

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Tekopo posted:

Apparently I’m going to get NI in April now. Lmao, and might I add, lol
Well this wasn't entirely true, but at last I have a shipping notice and a date of the 1st of May for delivery. What a clusterfuck

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Well guess I finally got nature incarnate. Jesus christ what a mess that was.

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Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Yeah no quibbles about the quality of the game or how fun nature incarnate is, just the fact that I should have gotten this stuff a heck of a long time ago.

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