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turn 1 victories against double 6s

there are 10 spirit/aspects that i know can defeat a double 6 on turn 1, increased from the 9 mentioned previously. violence was covered already, here are the rest:

this is a relatively normal tsac victory that plays a bunch of minors, but wwb has an extra energy and an extra presence, letting it drought 3 times
also the extra starting blight is very useful against cowsburg

  • start on board d
  • initial explore any non-sands, royal backing sands adds a town in d4
  • g2, gain tsac, forget wrack, add presence somewhere
  • forget draw
  • play tsac
  • t sac all presence except one in d5 and one in d7
  • take drought, twinned days, and sky stretches
  • sky stretches and twinned days yourself
  • drought d8 destroys 2 towns, cascade to d1 (2 fear total)
  • twinned drought d4 destroys town + city (5 fear total)
  • flip border between life and death, destroy the d5 presence and discard boon for 1 energy
  • twinned drought d2 destroys town + city (8 fear total)
  • flip aid from lesser spirits, take steam vents
  • steam vents d7 destroys the town (9 fear total)
  • the 2 fear cards remove an explorer each

even base earth can do this, aspects only make it easier. gift of strength is the important thing, letting earth repeat drought without needing twinned days to be one of the 3 minors from tsac

  • start on board f
  • initial explore and royal backing don't matter, as long as royal backing isn't mountains, royal backing into a land adjacent to f2
  • g2, gain tsac, forget rituals, add presence somewhere
  • play tsac
  • t sac all presence except one in f5
  • take haunts and embers, sky stretches, and drought
  • sky stretches yourself
  • haunts and embers f8 pushes everything into f4, cascade into f7 (4 fear total)
  • drought f4 destroys 2 towns and city after the blight card flips (8 fear total)
  • flip aid from lesser spirits, take enticing splendor
  • enticing splendor a town into f2
  • gift of strength yourself
  • repeated drought f2 destroys 2 towns and city (12 fear total)
  • too many monsters removes the town from f7
  • the 2 remaining fear cards remove an explorer each

trees radiate skips a build and defends, which lets blur repeated in land 2 to deal a lot of damage

  • start on board d, gain 1 time from top track
  • initial explore doesn't matter
  • g3, gain tsac, forget stasis, move a presence to d1, gain 1 time from top track and 4 energy
  • play tsac
  • t sac all presence except one in d1
  • take spur on, haunts and embers
  • spur on plays blur
  • haunts d7, push everything to d5 (2 fear total)
  • slip unplays and replays haunts
  • haunts d5, push everything to d2, cascade to d4 (4 fear total)
  • flip shattered fragments, take trees radiate and 2 energy
  • slip plays trees radiate
  • trees radiate d2 defends 6, deals 4 damage destroying a city and dealing 1 damage to the other city (9 fear total)
  • blur d2, dahan counterattack destroys the city (11 fear total)
  • spend a time to repeat blur d2, dahan counterattack destroys the town (and maybe kick the explorer if initial explore was not wetlands) (12 fear total)
  • too many monsters removes an explorer from d8
  • the remaining 2 fear cards remove an explorer each

this was a recently found win with trickster. arson is just so powerful if you control rng

  • start on board d
  • initial explore mountains
  • g3 g4, gain spur on
  • play spur on, arson
  • spur on plays incite
  • let's see what happens d2, flip dire meta, deal 1 damage to the city, adding a badlands and blight (1 fear total)
  • arson d2 flips a fire card, destroys town + undamaged city, cascade to d5 then d1 (5 fear total)
  • flip border between life and death, destroy d4 presence, discard tigers for 1 energy
  • flip aid from lesser spirits, take twinned days
  • twinned days yourself
  • twinned arson d8 flips a fire card, destroys town + explorer (7 fear total)
  • right innate d7 deals 2 damage to the town
  • dahan reclaim destroys the city in d2 (9 fear total)
  • isolation removes the explorer in d5
  • build mountains, gather the d7 town into d5, destroying it (10 fear total)

eeb can just casually max out its innate on turn 1

  • start on board f
  • initial explore jungles
  • g3, discard lahar, gain tsac, forget lahar, bottom track anywhere
  • play tsac and exaltation
  • t sac all presence except incarna
  • take haunts and embers, drought, twinned days
  • twinned days yourself
  • haunts f4, cascade to f8 (4 fear total)
  • twinned haunts f8, push town and cascade to f5 (8 fear total)
  • flip border between life and death
  • flip thriving crops, build f1 f2 f5
  • twinned haunts f5, push everything to f2, cascade to f1 (12 fear total)
  • aid flips, take territorial strife
  • dahan reclaim fishing grounds destroys f1 town (13 fear total)
  • spreading timidity isolates f2
  • too many monsters removes f7 town
  • build jungles, no other towns to gather
  • explore mescalate, cowsburg escalation does nothing
  • drought f2, destroys 3 towns and 1 city, dealing 1 damage to last town and both other cities (18 fear total)
  • territorial strife destroys both explorers and the town in f2 (19 fear total)
  • move incarna from f3 to f2
  • smash f2 wipes the land (24 fear total)

this win uses a silly major

  • start on board e
  • initial explore mountains
  • g3 g4, gain powerstorm, forget pull beneath (6 energy left)
  • play flowing power (5 energy left)
  • flowing power plays primordial deeps (5 energy left)
  • primordial deeps plays twinned days (4 energy left)
  • twinned days yourself
  • twinned flowing power plays powerstorm (1 energy left)
  • twinned primordial deeps plays nature's connection (0 energy left)
  • nature's connection yourself, gain 2 air
  • thresholded powerstorm yourself (3 energy left)
  • powerstormed primordial deeps plays haunts and embers (2 energy left)
  • haunts and embers e4 cascade to e7 (4 fear total)
  • powerstormed haunts and embers e7 cascade and push to e1 (8 fear total)
  • flip strong earth, add a blight to e1, cascade to e2
  • flip border between life and death, destroy a presence, discard absorb for 1 energy (3 energy left)
  • flip shattered fragments, take unearth a beast (5 energy left)
  • unearth e2
  • isolation removes e6 town
  • scapegoats destroys e2 explorer
  • build mountains, gather e1 town to e2
  • explore mescalate, cowsburg escalation does nothing
  • unearth adds a beast to e2, destroying 2 cities and 3 towns, wiping the land (18 fear total)
  • unearth pushes the beast to e5, destroying both explorers (19 fear total)
  • serpent wakes deals 2 damage to e5 town, pushing it to e2 where it dies (22 fear total)

i might make another sheet for this, which of these combinations are possible and how they're defeated is still quite interesting, though there are a lot more of them that are possible.


low level <-