CONSORTIUM SITE SURVEY · FIELD COPY STATUS: HAUNTED
Site: PH-001 Suitability: do not build
Pulau Hantu.
spirit island.
Findings: The name means ghost island, and the surveyors report that it is accurate. You are one of the ghosts. A development consortium has landed; it surveys, builds and clears on a schedule you can read one step ahead.
Recommended procedure: Grow. Play your powers, fast ones before the crews act and slow ones after. Stand with the kampung. Frighten the crews until head office gives up.
Outcome: everyone wins together when the island is clear enough for the terror you have raised, and loses together if the concrete runs out or a spirit is driven off the island.
Phase one handover: Q3 Q1 pending
Choose your spirits (one to four; solo, you run them all)
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How to play
Pulau Hantu is Spirit Island moved to a small island off Singapore. A development Consortium plays the invaders: Surveyors (explorers), Worksites (towns) and Towers (cities). The kampung’s Villagers are the Dahan, and concrete is blight. Fear cards are rumours .
Every round has the same order. The Consortium’s three cards on the status bar tell you where it will clear and build this round, so you can act first. Lands about to be hit are tagged on the map.
1. Spirit phase
Grow. Pick one growth option: reclaim your played cards, gain a new power card, add presence to the island, or gain energy. Presence comes off one of your two tracks; every disc you take off uncovers more energy per turn or more card plays.
Gain energy , then play power cards from your hand, up to your card-play limit, paying each card’s cost. Cards do nothing yet: fast powers resolve before the Consortium acts, slow powers after. Each card also gives you elements for the turn, which switch on your spirit’s innate power.
2. Fast powers
Use your fast cards and fast innate power, in any order. A power targets a land within its range of your presence, or of a sacred site : a land with two or more of your presence.
3. The Consortium’s turn
Rumours you have earned are told first. Then the crews clear (ravage): in each matching land they deal 1 damage per Surveyor, 2 per Worksite and 3 per Tower, less any Defend. 2 or more damage pours concrete there, which destroys one presence of each spirit in the land; if the land already had concrete, more spills into a neighbouring land. The same damage hits the Villagers, who have 2 health each. Villagers who are still standing strike back for 2 damage each.
Then they build : each matching land with invaders gains a Worksite, or a Tower if it has more Worksites than Towers. Then they survey (explore): a new card is turned, and each matching land that is coastal, or holds or borders a Worksite or Tower, gains a Surveyor. The cards slide along: this round’s survey is next round’s build, and the round after that it is cleared.
4. Slow powers, then time passes
Use your slow powers. Then damage heals, Defend ends, and the cards you played go to your discard until you reclaim them.
Fear and winning
Destroying a Worksite makes 1 fear, a Tower 2, and many powers make more. Filling the fear pool earns a rumour. Every third rumour raises the Terror Level , which makes winning easier: at level I you must clear every invader, at level II every Worksite and Tower, at level III only the Towers. Earn all nine rumours and you win outright.
Losing
The healthy island holds a little concrete. When it is used up a hidden card turns over: the pool refills, and from then on the island takes a toll from every spirit each round. You lose if that second pool runs out, if any spirit has no presence left on the island, or if the Consortium’s deck of plans runs out.
Powers
A power’s range counts lands from your presence. Surveyors have 1 health, Worksites 2, Towers 3, Villagers 2. Push moves a piece to an adjacent land; gather brings one in from an adjacent land. When you gain a power card you draw four and keep one; a Major Power also makes you forget a card you own for good.
Adding presence normally takes a disc off one of your tracks; you may always move a presence already on the island instead. An innate power or a card with element thresholds uses every tier you qualify for; where a higher tier replaces a lower one, you choose.
Adversaries and scenarios
An adversary is a harder opponent with its own rule changes, chosen with a level from 0 to 6 before the game; every level adds to the ones below. Each has an escalation that happens when a Stage II plan marked “escalation” is surveyed. A scenario changes setup and the rules of the whole game. Hover the red and green cards above the island during play to read exactly what is in force.
Some spirits change the rules: read the line under a spirit’s name. The Hungry Strait makes each board’s sea a land that drowns whatever enters it; the dream spirit never truly destroys anything, it only frightens.
Solo, you may run up to four spirits yourself: use the tabs above the spirit panel to switch between them. Click any land to read what is in it.
About this edition
An unofficial fan edition of Spirit Island by R. Eric Reuss, published by Greater Than Games. It plays the base game: all eight spirits, all 36 Minor Powers, all 22 Major Powers, all 15 Fear cards, both Blight cards, the three adversaries at every level, and all four scenarios. Costs, ranges, elements, effects, the invader deck and the island boards follow the printed game: each board’s lands border each other as printed, and boards laid together in the standard two-, three- and four-board layouts touch exactly where the printed boards do. The names and wording are this island’s own, and every card records the published card it follows; the table shows the published game's names and terms unless you switch Names to island . The paintings were generated for this page.
Both sides of the island boards are here: the balanced side, and the thematic map with its fixed geography and printed Surveyors (difficulty +3). Drowned invaders turn into energy for the sea spirit at once rather than when its player chooses, which never changes the result. If you enjoy it, the real game is better on a table.