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glossary of spirit island jargon

sorted alphabetically. underlined words are words that are specific to my play group. words with asterisks are often written in uppercase.

if you want me to add anything, tell me on discord. note that i may be a bit slow at updating things.

  • (number)/(number): (first number) energy gain and (second) number card plays
    3/3 is a good place to get to for major-slinging strategies
  • (number)/(number)/(number) spirit: a spirit that adds (first number) presence on reclaim, (second number) presence using a second growth option, and (third number) presence using a third growth option
    earth is a 1/1/1 spirit, river is a 0/2/1 spirit, and shadows is a 0/1/1 spirit
  • (number)-cost: a power card that costs (number) energy
  • action economy: how many actions the spirit is able to cause on a certain turn, generally ones that affect the board
  • airdrop: move to an unrestricted land, most commonly when escaping a piece from the endless dark or moving dahan using wrap in wings of sunlight (major power)
  • amogus: amorphous shadows (aspect)
  • ancient memes: boon of ancient memories (memory's unique power)
  • apocrypha: a spirit that is released by the development team unofficially and not in a public expansion
  • assim: cultural assimilation (event)
  • atw*: all things weaken (blight card)
  • b&c*: branch and claw (expansion)
  • bb*: add two presence from bottom track
  • beast damage: a beast event that solves a land
  • blight removal: an action or power that removes blight
  • blight to scale: see take blight to scale
  • blocker: a land or invader that is preventing victory
  • bocp*: bargain of coursing paths (major power)
  • bodan*: bringer of dreams and nightmares (spirit)
  • boddys*: breath of darkness down your spine (spirit)
  • bp*: the kingdom of brandenburg-prussia (adversary)
  • bpp*: blight per player (on the blight card), or a measure of total blight taken during a game
  • br*: see blight removal
  • buildings: towns or cities
  • buy a power card: pay energy to gain a power card during the spirit phase
  • c2g: call to guard (minor power)
  • c2t: call to trade (minor power), or sometimes call to tend (minor power)
  • c2tr: call to trade (minor power)
  • capital: a land that will have 7 buildings during the invader phase
  • cash in: trade drowned invaders for energy
  • casino: a strategy that involves constantly gaining power cards and not reclaiming many cards at a time
  • cd*: cast down into the briny deep (major power)
  • cheese: a combination or interaction that is very powerful but makes the game anticlimactic or unfun
  • chomp: devouring teeth lurk underfoot (spirit)
  • claw: animal (element)
  • clone: add a token using hazards spread (minor power)
  • copy: repeat, or add a token using hazards spread (minor power)
  • cowsburg: habsburg livestock colony (adversary)
  • cp*: card plays, or see bocp
  • dahan defend: a dahan event that stops a ravaging land from blighting
  • darkest timeline: the worst sequence of invader cards for the current game state
  • digital: the digital app made by handelabra
  • dnpir*: does not participate in ravage
  • doggo: hearth-vigil (spirit)
  • donate: let someone else use your "each player" fear card effect
  • down turn: a turn where you play fewer cards or are less powerful in order to keep growing
  • dp*: downpour drenches the world (spirit)
  • drugs: spirit-targeting powers
  • due*: dances up earthquakes (spirit)
  • dump land: a land for control spirits to move large amounts of invaders to
  • eboon: elemental boon (minor power)
  • edge case: an event or invader card that causes problems, or to get an event or invader card that causes problems
    i hope we don't get edge cased for this ravage / i hope we don't get an edge case for this ravage
  • eeb*: ember-eyed behemoth (spirit)
  • eggplant: air (element)
  • ems*: ever-multiplying swarm (minds' unique power)
  • f&f*: feather and flame (expansion), or fire and flood (major power)
  • fear bomb: the invader cards added to the fear deck by russia 5
  • fear farm: a land with a lot of invaders for bodan to use majors in to generate large amounts of fear, or a land with damaged invaders and shroud's presence
  • first strike: being the first side to deal damage during ravage
    my max left innate will give all dahan in my lands first strike
  • forget fodder: a card that will never be played whose main use is to be forgotten for a major or an event
  • g(number)*: the (number)th growth option
  • g(number)(some combination of t's and b's): use the (number)th growth option to add presence from top or bottom tracks. see tt, tb, and bb
    the standard build for lightning is g2tt, then g2bb
  • g(number) spam: a strategy for a spirit that relies on taking the (number)th growth option for several turns in a row
  • gays: relentless gaze of the sun (spirit)
  • goc*: gift of constancy (minor power)
  • gole*: gift of living energy (minor power)
  • gonc*: gift of nature's connection (minor power)
  • gop*: gift of power (minor power), or sometimes gift of proliferation (green's unique power)
  • gts*: growth through sacrifice (retired minor power)
  • habsburger: see cowsburg
  • heal: remove a blight
  • hi*: high immigration (england 3)
  • high roll: get lucky and gain a good power card
  • hlc*: see cowsburg
  • hme*: see saltsburg
  • infinite loop: a difficult-to-reach game state where the major deck is almost empty and powerstorm can be replayed by forgetting, re-gaining, and playing it
  • je*: jagged earth (expansion)
  • jerry: the marked beast from unearth a beast of wrathful stone (major power)
  • kick: to push something instead of destroying it
    i'll use predatory nightmares to kick this town into land 5
  • kitty: see sun kitty
  • le*: see gole
  • leaf: plant (element)
  • lfg*: looking for game, a role to ping in the spirit island discord if you want to play a live game with other people on the server
  • loop: see reclaim loop
  • mana: energy
  • mm*: many minds move as one
  • ni*: nature incarnate (expansion)
  • nuke: a power that destroys all invaders in one or multiple lands
  • otter: fathomless mud of the swamp (spirit)
  • panda: pandemonium lightning (spirit)
  • passive defend: defend that dahan provide from bargains of power and protection (major power) or by paying for dahan trade with the invaders (event)
  • pbf*: play by forum, a method of playing spirit island asynchronously on the spirit island boardgamegeek forums
  • pbp*: play by post, a method of playing spirit island asynchronously in the spirit island discord
  • pf*: paralyzing fright (major power)
  • pierre: the extra explorer added from france 6
  • ping: deal 1 damage to a single invader
    i'll ping the city so the dahan can finish it off in the counterattack
  • pivot: to switch to a different strategy, often from one focusing on top track and majors to one focusing on bottom track and minors or vice versa
  • pocket: a group of inland lands that do not get explored because they have no sources of invaders, or to make such a group exist
  • portal: an adjacency caused by open the ways (finder's special rule), or a land marked by bargain of coursing paths (major power)
  • predraft: make a decision (typically selecting a minor power) while considering how it would improve various majors that you could draft later
  • problem land: a land that is difficult to deal with, or a land that will blight this or next turn
  • prolif: an effect that takes presence off tracks at a time other than growth, commonly gift of proliferation
    if i get 1 more fire, i can threshold tsac to be a prolif
  • punchback: stone's right innate
  • r1*: reclaim one
  • rave party: a land with lair's incarna and a large number of explorers
  • reclaim loop: the act of reclaiming for multiple turns in a row, usually playing the same cards each time
  • ri*: rising interest in the island (event)
  • saltsburg: habsburg mining expedition (adversary)
  • sergei: the explorer that gets pushed instead of destroyed due to russia 2
  • shadow realm: the endless dark
  • shrine: sacred site
  • sink: to take a land or board out of the game, with either deeps (aspect) or thresholded cast down (major power)
  • sl*: starlight seeks its form (spirit)
  • snake: serpent slumbering beneath the island (spirit)
  • snek: serpent slumbering beneath the island (spirit)
  • snipe: stop an explore with a randomly-placed isolate
  • solve: prevent a land from blighting the next time it ravages
  • sr*: special rule, or slave rebellion (event)
  • suck: a power that gathers a lot of pieces
  • sun kitty: sun-bright whirlwind (spirit)
  • take blight to scale: not deal with a land that is adding a blight during a ravage, often in order to dedicate actions to solving other lands
  • tall disc stack: sacred site
  • tax: the extra energy cost of targeting spirits that don't share an archipelago islet with you
  • taxi: travel river (aspect) using the special rule to move dahan during growth
  • tb*: add one presence from top track and one presence from bottom track
  • tboon: traveler's boon (finder's unique power)
  • ted*: the endless dark
  • tempo: where in the explore-build-ravage sequence your actions dealing with a land are happening. ahead tempo means they are happening between explore and build, on tempo means they are happening between build and ravage
  • threat: a land that will cause a loss this turn or come close to doing so
  • trans: transforming wildfire (aspect)
  • trap: a choice that looks better than it actually is
    river's top track is a trap, rushing bottom track is the most effective strategy
  • tree: towering roots of the jungle (spirit)
  • ts*: thunderspeaker (spirit)
  • tsac: transformative sacrifice (major power)
  • tt*: add two presence from top track
  • tts*: tabletop simulator
  • turn (number) quake: a strategy with dances up earthquakes to hit the max right innate on turn (number)
  • ug*: unrelenting growth (major power)
  • underplay: play fewer cards than your number of card plays
    i will underplay on turn 3 so i can play 4 cards on turn 4 next turn to hit my max innate
  • void: draw towards a consuming void (major power)
  • vore: absorb essence (snek's unique power)
  • vt*: varied terrains (scenario)
  • win condition: a power that, when used several times, will win the game
  • wwb*: wounded waters bleeding (spirit)