Spirit Island Jagged Earth Preview: A First Look at the New Kickstarter Expansion from Greater Than Games
Exciting news this week! The Spirit Island Jagged Earth expansion
launches on Kickstarter October 16th, 2018. I had the chance to
preview and play this upcoming release from Greater Than Games multiple times
this week, and I can’t wait to tell you all about it.
Update: the Kickstarter is live here.
Update: the Kickstarter is live here.
Our Spirit Island collection keeps growing. First there was the
base game, which debuted in 2017 and turned the traditional narrative of the conquering
colonists on its head, allowing players to take on the role of island spirits
determined to keep the colonists at bay through any means necessary to preserve
the serenity of the island. My husband and I picked up the game at retail
(having missed the Kickstarter window) and fell in love with it immediately, enthused
to work together as powerful spirits and put the invaders down. Next, we added
the Branch and Claw expansion. This expansion (also part of the original Kickstarter)
expanded the board, added new spirits and powers, new blight cards, new fear
cards, new scenarios, and a new adversary. It also introduced events and new
mechanisms for defending the island against the invaders in the form of tokens
(beasts, wilds, disease, strife). Fantastic! After that we were lucky enough to
snag one of the rare retail copies of the Spirit Island Promo Pack that added
two new powerful spirits which have proven exciting to play. Spreading fire
across the island to torch the invaders as the Heart of The Wildfire spirit is very cathartic.
And now, we have had the pleasure of previewing the newest
expansion, Jagged Earth.
The full Jagged Earth expansion includes 8 new spirits, aspect
cards that change the innate powers of the four base game core spirits, over 50
new power cards, more than 30 new event cards, 2 new adversaries, new
scenarios, new event cards, new fear cards, new blight cards, new boards (which
allow for both 6-player game play and variability in the layout of the board
for smaller player counts), reprinted high quality tokens to replace or add to
the sets provided in previous releases, a new type of dangerous token
(badlands) to ward off invaders, and new gameplay variants to spice things up
(combining adversaries, playing with an Archipelago, or playing with larger islands). Quite an
extensive list, eh? Priced appropriately, this expansion should move quickly
for the publisher on both Kickstarter and (eventually) retail channels.
Typically, in my reviews, I discuss the artwork for a board game
release because when done well, it’s something that often draws me further into
the game. Greater Than Games has a solid reputation for high quality artwork
- on the box cover, the rule book, and across
all the game components. I’ve no doubt Jagged Earth will meet or exceed the
aesthetic standards Spirit Island and the other expansions have set but I’m
unable to comment on them in this first look preview as the advanced review copy
I received from GTG to complete my review did not include finalized artwork.
Likewise, the components included in the advanced review copy are prototypes,
so an evaluation of their quality is not applicable.
The rule book, even in its draft release, is well written and
clears up many questions players might have when first using items (such as
powers or spirits) added with this expansion. Additionally, new rules have been
added to smooth game play. One such rule is to resolve only the bottom-most event on the event card drawn during the first turn. This was a popular house
rule for many players as reported on BoardGameGeek so it’s nice to see GTG took
that feedback and incorporated it into the official rules. The rule book
included with Jagged Earth also provides clarification for several previously
published rules from the base game or the Branch and Claw expansion. There were
only two items*** we had questions on during
our entire gameplay this weekend and I sent off an email to GTG requesting
clarification.
Jagged Earth
plays well under both two and three player games (we haven't had the opportunity
to play yet with 1, 4, 5, or 6 players). Just as in the base game, some spirits
are much more defense-oriented than others and so care must be taken during the
selection process to ensure there will be balance among all spirits chosen. If
one opts for a solo game, most, if not all, of the defense-oriented spirits are
off the table for selection, as a strong offense must be part of any winning
strategy. One of the new spirits provided in the Jagged Earth expansion is Finder of Paths Unseen.
This spirit offers the ability through innate powers and its hand
of starting powers to move invaders, Dahan, beasts, and presence around the
board. We found it to be extremely powerful in partnership with a strong
offensive spirit such as Heart of the
Wildfire or Lightning’s Swift Strike.
With either pairing, Finder can shift
invaders to lands for the other players to destroy or can shift Dahan to lands
with new Explorers to quickly decimate the invaders. Finder
also holds the innate power to isolate lands from the explore action. Combined
with the ability to prevent explorations, builds, and ravages using the tokens
in the Branch and Claw expansion, Finder
provides a way to keep ahead of the invaders at every turn, shifting and
isolating them before they can grow too numerous to be devastating.
Another spirit debuting in Jagged Earth is Many Minds Move As One. Like Finder, this new spirit is high on
defense. In particular, Many Minds
harnesses the beast tokens to concentrate their power to induce fear in invader
occupied lands and allows for the team to skip invader actions.
Win Condition for Spirit Island Jagged Earth: Varies based on
scenario, but typically involves ridding the island of a portion or all
invaders while avoiding the loss conditions.
Strategy tip: Coordinate among players to systematically act on invaders, using the combined powers of all spirits to block, corral, and destroy them.
Strategy tip: Coordinate among players to systematically act on invaders, using the combined powers of all spirits to block, corral, and destroy them.
As with the base game and previous expansions, Jagged Earth
remains prone to overthinking and analysis paralysis, particularly when players
are in the Spirit Phase. Trying to decide which powers to execute (to pay for
them and set them aside) is always difficult for me. I am always looking for
the perfect combination that will deal the most wallop to the invaders and/or
provide the most defense for the island. The difficulty increases for each
additional player in the game as I try to evaluate what I can do in conjunction
with their plans. I love the logical puzzle challenge that power card selection
presents, but sometimes the other players get a bit impatient with my slow and over-calculating thought process. These things can’t be rushed in my opinion. 😊 Kudos to
me during our last game for taking enough time (my husband reports it was an
ungodly amount of time) during the event step of the Invader Phase of Round 3
to plan out how to decisively win the game before the Phase was to end. I was
able to determine
the best targets for the required event actions to destroy the last of the
invaders, giving us the victory. And that was a victory against a complex game
set up – the base game with the Branch and Claw expansion including event cards,
using a spirit from the new Jagged Earth expansion (Finder of Paths Unseen) and another from the Spirit Island Promo
Pack (Heart of the Wildfire), adding
a difficulty 2 scenario from Branch and Claw (Ward the Shores), and also
including a difficulty 2 adversary (England). All that and we purged the island
of invaders midway through our third round. Turns out there’s a lot to
recommend in slow and calculated decision making!
With all the new content and options Jagged Earth has to offer
fans of Spirit Island, I’m sold on this expansion. As with the base game and previous
expansions, there is enough variability in replay through a myriad of spirits,
scenarios, events, setup choices, and adversaries to hold our interest game
after game. It should make fans very happy indeed. 3 steps to finding your joy
through gaming: (1) back the Spirit Island Jagged Earth expansion on
Kickstarter (2) wait patiently for it to arrive at your door (3) open and play.
Note: For sustained joy, repeat step 3 as
often as necessary.
***For reference, the rule questions we asked GTG
to clear up for us (I’ll post a follow up with the answers when we receive
them):
1. For the
'Offer Passage Between Worlds' power card for the new spirit Finder of Paths
Unseen, it states "When Invaders Ravage, up to 2 Dahan take no
Damage". That's different wording than protect so we want to make sure we
understand. What happens if an explorer and a town are in the land targeted by
this power (total damage potential of 3) and there are 3 Dahan in the land
also? Does the card protect 2 of the Dahan and so the invaders concentrate all
3 damage against the remaining Dahan and take it out? Or do the invaders target
our two Dahan that we are preventing damage against (because hey, they don't
know they can't be damaged) and just waste their 3 damage because it has no
effect and our 3rd Dahan is also spared because the invaders used up all their
attack power on the other two?
2. For the
'A Dreadful Tide of Scurrying Flesh' power card for the new spirit Many Minds
Move as One, it states "For each beast removed (from the target land):
Skip 1 Invader Action. We were really confused by this. Assuming we have jungle
land in the Ravage spot and mountain in the Build spot, does this mean we can
skip one of those actions *entirely* per beast removed (for example, we remove
1 beast and so we skip the build action and none of the mountain lands
experience a build event)? Or does it mean we skip one of the events triggered
by an invader action per beast removed (for example we remove 1 beast and so we
skip the build event in *one* of the mountain lands that would normally be
triggered by the build action)? Also, it says clearly in the rules that text
effects on power cards refer only to the targeted lands unless explicitly
stated otherwise. So, a third interpretation of this power could mean we only
prevent invader actions in the land we removed the beast(s) from? Under that interpretation, if we removed a
beast from wetlands but there were no invader actions scheduled for the
wetlands we couldn't skip any invader actions. Which of the three
interpretations is correct?
-------------------------------------------------
Publisher: Greater Than Games
Players: 1-6 (We played with 2 and 3)
Actual Playing Time (vs the guideline on the box): About 90-120
minutes
Game type: area control, cooperative
Rating:
Jenni’s rating scale:
OUI: I would play this game again; this game is ok. I probably
would not buy this game myself but I would play it with those who own it and if
someone gave it to me I would keep it.
OUI OUI: I would play this game again; this game is good. I would
buy this game.
OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.
NON: I would not play this game again. I would return this game or
give it away if it was given to me.
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