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Horizons of Spirit Island
90m - 120m
1 - 3 Players
Ages 14+
The Campaign/Battle Card Driven mechanic is a relatively recent development in war games that focuses the players' actions on cards they have in their hand. The very basic idea is that performing a single action uses a single card. Games where cards are used to determine the outcome of battles do not use this mechanic.
Campaign / Battle Card Driven
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
The simultaneous action selection mechanic lets players secretly choose their actions. After they are revealed, the actions resolve following the rule-set of the game.
Simultaneous Action Selection
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Mythology
34.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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arod324
Great way to get new players into Spirit Island at a low cost. The spirits in this expansion have benfitted from years of design and are much better at providing a new/beginner experience to spirit island. The spirit panels/cards are compatible with base Spirit Island so you can take these spirits and just add them to the base game. 10/10 would recommend. Disclosure: I did play test this extensively and have playtested Spirit Island for a fair amount of time.
BobbyReichle
A really great Spirit Island that streamlines some features (for instance, Spirits only have fast or slow innate, not both,) in a way that makes a really good game digestible and approachable. Having the turn structure on the board would’ve been nice, and there’s still a little confusion when chasing down rule clarifications in the rulebook, but this is an improvement! For all of the planning though, sometimes you flip over a fear card that basically makes your preparation useless, or sometimes the fear card is useless, and neither of those instances are particularly fun or engaging. For all of the intricacies of the rules and the timing and the system, sometimes a random card flip that is supposed to be good, can just feel bad. Even when it is very good.
Asbaca93
I really enjoy Horizons because, although the learning curve of the actual game rules is still the same, the spirits have far less of a learning curve then regular Spirit Island. With clearer paths toward innate powers, as well as a touch stronger spirit cards than Spirit island base game, it feels less overwhelming when starting with a spirit. For 30 dollars, this was a must for me.