Configure adversaries, scenarios, spirits & handicaps to find your perfect challenge level
| Adversary | Lvl 0 | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 | Max Players |
|---|---|---|---|---|---|---|---|---|
| Brandenburg-Prussia | 1 | 3 | 5 | 7 | 8 | 10 | 11 | 6 |
| England | 1 | 4 | 6 | 7 | 9 | 11 | 15 | 6 |
| France | 1 | 2 | 4 | 6 | 8 | 10 | 16 | 6 |
| Habsburg Mining | 1 | 2 | 4 | 5 | 7 | 9 | 11 | 6 |
| Russia | 1 | 3 | 4 | 6 | 7 | 9 | 12 | 6 |
| Scotland | 1 | 2 | 3 | 4 | 6 | 7 | 10 | 6 |
| Sweden | 1 | 2 | 4 | 6 | 8 | 10 | 13 | 6 |
| Prussia (Empire) | 1 | 4 | 6 | 8 | 10 | 12 | 14 | 6 |
| Scenario Name | Difficulty Mod | Expansion | Key Challenge |
|---|---|---|---|
| Blitz | +0 | Base | Faster invader pace |
| Guard the Isle's Heart | +0 | Base | Protect inland lands |
| Ward Off Invaders | +1 | Base | Prevent early ravage |
| Powers Long Forgotten | +2 | Base | Unique power cards |
| A Spread of Rampant Green | +1 | Branch & Claw | Vine-growth pressure |
| Dahan Insurrection | +3 | Base | Dahan become hostile |
| Rituals of the Destroying Flame | +3 | Base | Time limit added |
| Terrifying Dearth of Prey | +3 | Branch & Claw | Beast depletion |
| The Second Wave | +3 | Jagged Earth | Extra invader cards |
| Varied Terrains | +2 | Jagged Earth | Terrain restrictions |
| Dark Fire | +2 | Jagged Earth | Persistent fire damage |
| Hearts of Wildfire | +4 | Jagged Earth | Extreme fire spread |
| Despicable Theft | +0 | Branch & Claw | Token stealing |
| Spirit | Complexity | Play Style | Recommended For |
|---|---|---|---|
| Lightning's Swift Strike | Low | Offensive | Beginners |
| River Surges in Sunlight | Low | Support/Push | Beginners |
| Vital Strength of the Earth | Low | Defensive/Slow | Beginners |
| Shadows Flicker Like Flame | Moderate | Sabotage/Discard | Familiar |
| Thunderspeaker | Moderate | Dahan-Focused | Familiar |
| Sharp Fangs Behind the Leaves | Moderate | Beast-Focused | Familiar |
| Keeper of the Forbidden Wilds | Moderate | Wilds/Defense | Familiar |
| Bringer of Dreams & Nightmares | High | Fear/Disruption | Experienced |
| Ocean's Hungry Grasp | High | Coastal Control | Experienced |
| Lure of the Deep Wilderness | High | Movement Denial | Experienced |
| Serpent Slumbering Beneath | Very High | Long-Game Ramp | Veterans |
| Volcano Looming High | Very High | Lava/Area Damage | Veterans |
| Total Difficulty | Tier | Win Rate (Est.) | Recommended For |
|---|---|---|---|
| 0–2 | Introductory | ~75–85% | First games, teaching |
| 3–4 | Easy | ~65–75% | New players, casual |
| 5–7 | Moderate | ~50–65% | Familiar players |
| 8–10 | Hard | ~35–50% | Experienced players |
| 11–13 | Very Hard | ~20–35% | Veterans |
| 14+ | Extreme | <20% | Expert challenge seekers |
Spirit Island is a game in which island spirits fight, using natural forces to defend their ground against invaders. It seems simple but the grade of trouble ranges from easy to almost unbeatable, based on the setup of the party.
The key version of the game, without enemies or extra rules, are basic exercises. If you play on zero trouble, it soon will become too simple after some rounds. Indeed, Horizons is the gentlest entry point based on trouble, and it works for those that feels the main rulebook too heavy.
For some players, that had problems with spirits as Lightning, River or Ground in the base, it clicks eventually.
When the basic game already feels easy, one should add opponents. They are hostile groups, that come from the key game and its extras, for instance Subsidiary and Claw, Jagged Ground, Promo Pack 2, Pen and Flame, Naturally Incarnate. Each of them has several grades, that expand the challenge.
Well start by means of level one of Brandenburg-Prussia, together with easy cards. Later, expand one grade at a time, until defeats happen more commonly, have sense.
The challenge can adjust a lot. Level six of Prussia shows bigger trouble then one of England or Sweden. The overall league points show grade for every hostile element.
Except that, the chosen spirits change everything strongly. Some spirits match bad or well against certain opponents. The difference between easy and difficult spirits are huge, likewise as between basic and special enemies.
The trouble estimates with England level six matching to eleven. Use the starting easy options consider minus one, and ignore the first invading moves minus two. The bigger island adds one with tokens or three without them.
Some scripts with ranging challenge use average number.
Levels one and two seem gentle, while three and four are normal. Everything over that makes it difficult or even silly, based on the mix of opponent and spirit. Play against several enemies at once is possible, but are extremely extra.
One game designer even figured, that beating English six with Brandenburg-Prussia six, so trouble twenty, are impossible.
In bigger levels, the end of the party seems close instead of calm. The game is full of content, hardly learn but not frustrating. It pays to try different spirits and force combos only to see the result.
Some groups, that play at eight or nine, advance verylowly, and that is perfectly in order.