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Spirit Island by GreaterThanGames


etherial
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https://www.kickstarter.com/projects/gtgames/spirit-island

 

In the most distant reaches of the world, magic still exists, embodied by spirits of the land, of the sky, and of every natural thing. As the great powers of Europe stretch their colonial empires further and further, they will inevitably lay claim to a place where spirits still hold power - and when they do, the land itself will fight back alongside the islanders who live there.

 

Spirit Island is a cooperative, settler-destruction strategy game for 1 to 4 players designed by R. Eric Reuss and set in an alternate-history world around A.D. 1700. Players are different spirits of the land, each with their own unique elemental powers, forced to defend their island home from colonizing Invaders spreading blight and destruction. Work with your fellow spirits and the native islanders to increase your power and drive the invading colonists from your island in this strategic area-control game.

 

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This game was playtested at some of my Fourth of July parties, and though I haven't had a chance to play it yet myself, the game comes highly recommended.

 

The interesting bit here is that you play neither the Invaders nor the Inhabitants of the island, but the spirits trying to alter the balance of power in defense of the Inhabitants themselves.

Edited by Darsc Zacal
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Thanks for sharing!  This looks neat, and has an interesting premise of "de-colonizing" the map.

 

I really enjoy co-op games, as they're a great introduction for people who don't normally game.  It's tough enough to learn a new game, without worrying about trying to compete against people who have played several times before!

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Two more stretch goals added - one for scenarios and another for two additional Spirits.

 

I like that they're adding a good variety of Spirits, as it sounds like some may be much harder to play against particular Adversaries.  More Spirits means more variety in gameplay, as well as more viable options for specific scenarios or Adversaries.

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I played my first game last night. There's a lot to take in for four brand new players but once you've gotten through the first couple of turns you mostly have the hang of the mechanics. The elemental symbols and their effect on innate powers was probably the hardest thing to grasp initially.

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I received my game (which is very nice quality), so I'm good to go as far as fulfillment.

 

I played a two player game earlier today, and I agree with etherial that it's a lot to take in.  We got absolutely stomped, so I suspect we were somehow making the Invaders spread more than they should.  There's definitely some fun elements here and I look forward to giving it another try (maybe with a different spirit).

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I got a few more games in (2-player and 1-player), and we're having a much better success rate.  We even moved on to include Moderate difficulty Spirits and draw for Minor/Major Powers (rather than using the preset lists for Low difficulty Spirits).

 

For anyone trying out the game, I would stress the importance of paying attention to upcoming Invader actions and how you (the players) can collectively counter it.  It's easy to get side-tracked trying to take down Invaders across the island, but it's critical to focus on the ones that are actually going to act in the upcoming phase as "high priority" targets.

 

Also, don't forget that destroying a Town generates 1 Fear, and destroying a City generates 2 Fear.  We missed that rule our first run through, and it makes a big difference (especially with damage-heavy Spirits like Lightning's Swift Strike, which can blow through Towns very quickly)!

 

I highly recommend everyone give this game a few tries (I honestly think it takes a couple of goes until everything starts to click into place).

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