A game of blowing up colonizers with lightning storms.
Yesterday was the renewal of
tom.hen.12's board game afternoons at Dice Dojo, which is now five minutes' walk from my home. So I had no excuse at all, and when 2 p.m. rolled around I showed up just in time for him to say they were playing Spirit Island. None of the other people I invited could come, but Spirit Island is for 2-4 players and we had four, so it all worked out.
Spirit Island takes place on an unnamed island where you all play spirits of the land, worshipped by the native Dahan, who now have to defend the island from invading colonists who want to take all the resources, kill the Dahan, poison the land, and otherwise ruin everything. Each spirit has its own particular playstyle and abilities--I was playing Vital Strength of the Earth, who was slow to build up their full strength and often had to play actions in advance because they took a while to take effect, but
ImpishFarainite was playing Lightning's Swift Strike, who could act very quickly but wasn't as powerful again large groups of colonizers. There were quite a few more spirits, but A Spread of Rampant Green, my initial choice, was missing a necessary card, and several spirits were high complexity and we didn't want to get too overwhelmed.
Here's the board:
In the center there is the island. The white (heh) miniatures are the colonizers, consisting of explorers, settlements, and cities. Each turn explorers appear in one terrain type, the colonizers expand their settlement in places they're occupying, and then they ravage the land, causing Blight (the small grey circles) and destroying Presence (the colored circles). Spirits act twice, once before the invader phase with fast actions, and once after it with slow actions. The native Dahan are the wood-colored mushroom-shaped tokens.
Actions vary enormously depending on the spirit. As Vital Strength of the Earth, I had the ability to reduce the damage the colonizers caused in any place where I had two Presence, but in the beginning I could only act once per turn and I had to choose between gaining new abilities and restoring previously-played abilities to my hand, so I had to do a lot of planning in advance. In addition, I could only add Presence to somewhere very close to where I already had Presence, and many of my actions were only effective on areas either where I had two Presence or near where I had two Presence. On the other hand,
tom.hen.12 was playing Shadows Flicker Like Flame, who couldn't do much against parge concentrations of colonizers at all but was good at causing Fear, and who could relatively quickly spread Presence.
I've heard Spirit Island described as "Pandemic with people"--including by
tom.hen.12 after our game--but I haven't played Pandemic so I can't actually speak to that. But the colonizers were definitely equivalent to a creeping infection that we had to manage.

I used Vital Strength of the Earth's defensive powers to destroy anyone who was in my lands and occasionally colonizers that were driven there by the others, Shadows Flicker Like Flame caused a bunch of Fear to keep the invaders on terrified and killed off lone explorers, Lightning's Swift Strike kept smashing settlements and used their powers to increase the speed on our actions, and
pejohnson2's River Surges in Sunlight covered the wetlands and coasts due to their ability to treat any Presence on wetlands as double, allowing the rest of us to focus more inland. All spirit turns take place simultaneously and spirits are cooperating against the colonizers, so we had a lot of turns where we'd debate what to do, think about actions, plan out "I do this then you do this so that I can" kind of scenarios, and then we'd go to the invader turn and hope for the best.

The whole game is a slow ramp up into chaos. At the beginning, there are only a few colonizers and they spread slowly, which is good, because the spirits are sluggish and capable of only limited actions within a small sphere of influence. As the colonizers grow more and more numerous, the spirits ramp up their power--where as at the beginning I could only more colonizers or Dahan around or kill a couple explorers (one per turn), by the end I was planning out a poison all the colonizers in this space, then call Dahan to war and shatter this city, and then move those Dahan to a neighboring area where I had Presence so that they could kill the explorers there during the Ravage phase. Meanwhile, the other three spirits were all planning similarly-complex actions. It was impossible for one of us to take over because we all had our own complex plans to manage.
ImpishFarainite had played before, but at one point basically said, "I can't tell you what to do, I have to manage my own plans and can't play two spirits" and that was very good. The complexity gives every player enough to handle and prevents one person from becoming general and the rest of from becoming minions. We all had plenty to do.
The final mechanic I haven't mentioned is Fear. Certain spirit actions generates Fear. Enough Fear triggers a Fear card, which has effects like the colonizers executing some of their own as scapegoats, or their attacks having reduced effects, or otherwise suffering damage. Creating Fear is the way to win, since enough Fear means the colonizers decide that their colonization isn't worth it and they pull out. In the beginning, the spirits have to kill every single colonizer on the island to win, but every three Fear cards reduces this to every settlement and city, and then every city, and then just outright victory. On the verge of being overrun, we unlocked the "kill every city Fear level and managed to shatter six invader cities in a single turn and pull off a win, even though half the island was blighted.

It was a bunch of fun! I love cooperative games that don't devolve into the person who has played before telling everyone what to do, and where the players actually have to discuss and plan out their actions before taking them rather than just all acting individually but ostensibly toward the same goals. And we only played four of the spirits--I'd love to get a chance to actually play with A Spread of Rampant Green, and
tom.hen.12 mentioned he wanted to try someone other than Shadows Flicker Like Flame. Now that I've played at least once and did really well, I think I could handle a higher-complexity spirit.
It's nice to get back into board gaming.
