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Spirit Island: Nature Incarnate
Expansion of:
Spirit Island
90m - 180m
1 - 5 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
55.00
€
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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
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Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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Kyllebylle
Could have hoped for more content. It's a great addition and a must buy if you're a Spirit Island fanatic but at the end of the day it's a glorified spirit pack of mostly OP Spirits.
gns000
I do not understand the comments of people saying this expansion is the best when it actually isn’t. Maybe they are fake users' ratings or fanboys that try to justify their purchases and want to feel good about their consumeristic habits. If you have played Spirit Island (+B&C +JE) at least a thousand or two thousand times (which 99.9% of the people will never do, myself included), maybe the new Spirits and content found here will be worth it for more variety, otherwise SKIP, this expansion is absolutely unnecessary. The Spirits are not great, the additional powers, events, fear cards and blight cards are not that interesting either. I bought this thing just from impulse and I now regret it. But now I have been testing the new Spirits and stuff and I can assure you that even if some of the Spirits are fine, most of them are way too fiddly and far-fetched. The one good thing about this expansion is the new aspects for old Spirits, those are great, at least most of them. At the end I selected few of the new cards, two of the new Spirits and most of the aspects to add to my set, I kept out everything else, it just didn't work for me. An additional comment on the absurd Incarna presence thing, even if it is just a very small new rule/concept to add, it is the straw that broke the camel's back. The game was already fiddly enough with everything it had, no need for additional rules and concepts.
Feryl12
Great expansion with very interesting and well designed new Spirits. Still have to try the new aspects but the Spirits alone are worth it.