How it plays
Each player develops a spirit by choosing growth, gaining energy, and playing power cards. Presence on the board determines where powers can reach, while removing presence from your panel improves the resources or card plays available each turn.
Commit both fast and slow powers before the invaders act. Fast effects can prevent immediate damage or construction; slow effects resolve after ravaging, building, and exploration. Fear helps the team and changes the victory requirements as the invaders become more frightened.
Decisions you’ll make
Look beyond the land about to ravage. Stopping explorers from becoming buildings can prevent a larger problem on a later turn, but sometimes protecting an already threatened land is more urgent.
Compare a card’s effect with its elements. Matching elemental thresholds can activate your spirit’s innate power, so an apparently modest card may support another useful effect in the same turn.
Learning the game
Involved: the introductory spirits simplify exceptions, but the full power-planning and invader systems still require a substantial teach.