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Spirit Island: Jagged Earth
90m - 120m
1 - 5 Players
Ages 13+
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
64.00
€
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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andrewrothfuss
Everything a quality expansion should be. Tons of content covering just about every aspect of the game! The one "unnecessary" bit is expanding to 6 players, never gonna play it that way. On the other hand, having the full rainbow of player colors is kind of nice.
Baladin
So many new spirits! And cards! I have mixed feelings about the event deck. I'm not against unpredictability, it helps the immersion and keeps us on our toes. But in a game where you put a lot of effort to have one big turn, having the conditions on which this turn rests change, or an event taking care of a pesky problem you were just about to provide a solution to, can be discouraging. But the spirits! So many new playstyles! Also those new tokens add some more admin and game tracking effort. If you're usually the only one playing board janitor, this can be a burden. But the spirits! And oh those juicy new power cards! Yeah well some mechanics are a bit convoluted. You know, that whole "isolated" mess for instance. But see me give a flying fizzle about the drawbacks! THE SPIRITS!
BanthaFather
Jagged Earth took everything that I love about Spirit Island and somehow made it even better. Each of the new spirits feels so thought out and complete that I am going to have trouble going back to the originals. Some of these new player boards are going to be my favorites. Honestly, I was a little afraid that the amount of content was going to create a bit of bloat. There have been expansions that I have purchased for other games that kind of ruined the game, as I no longer want to play without them, but they make the game a slog. Thankfully, Jagged Earth does not do this at all. Somehow the new rules, cards, boards, and token fit seamlessly into the original game, almost as if they had been there all along.