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#spiritisland

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@spiritisland Got tired of playing the same two-board island layout in Spirit Island, so this week we used the Extra Board option to give us a three-board island, with a lower-level Adversary (Scotland Level 0). Managing the extra board was interesting. I picked Downpour from my stable of semi-familiar Spirits since it's quite mobile, and we got the Invaders under control eventually after an early Town build allowed them to get a foothold onto the extra island board.

Won my third game of Horizons of Spirit Island, mostly because of this baller card. I was able to use my innate power to keep villages/cities from springing up while playing defense cards to keep the blight down to a reasonable amount.

Then once I got down to the third fear level, the Talons of Lightning card and the Vengeance of the Dead major power cards were able to clean up the few cities that had accumulated.

Ok, so the blight really starts cascading when the game moves into the Explorer III cards.

Is this a case where it's easier to two hand so you have two spirits to synergize? Similar to how in Arkham Horror LCG, I find it much easier to play two investigators rather than the true solo mode. I know that in #HorizonsOfSpiritIsland you will have larger pools of fear and blight but I would have to assume being able to have some sway over larger chunks of the island might help?