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Spirit Island
90m - 120m
1 - 4 Players
Ages 13+
In programming, every player must secretly choose and commit their moves for the next 'n' turns. Then each player plays their turns out according to the choices made. The key to Action / Movement Programming is that all players choose and lock in their actions, prior to anyone executing any of their actions.
Action / Movement Programming
Co-operative play encourages or requires players to work together to beat the game.
Cooperative Play
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
79.00
€
30 day low:
68.00€
In stock
Spirit Island quantity
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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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adel9591
Dragged on a bit, I also found the AI a little cumbersome and tedious, though I would like to play again to make sure I understand it. I will say in the 3 hour game I played I only witnessed 5 interactions between players on another player's island section, so it felt more like multi player solitaire than co-op. But that might be a good thing because a game of this length might be overwhelmingly long if players had to discuss all their options with each other.
abrocker
Game is fantastic so far (5 plays in). Rating is based primarily on solo play. Thoughts on Spirits: A Spread of Rampant Green - Really love the fact that you can sacrifice your presence to mitigate build/ravage. Feel the tension as you push to get rid of explorers while your own presence dwindles. Current Favorite Spirit. Keeper of the Forbidden Wilds - The slow growth is challenging and rewarding as you gain powers. Would play again either solo or otherwise. Shadows flicker like flame - Stoking fear felt immersive and I was drawn in to the narrative. Would play again either solo or otherwise. Sharp Fangs Behind the Leaves - Felt reminiscent of Thunderspeaker with the manipulation of beast tokens on the board. Enjoyed it a bit more though due to less of a feel of manipulation and putting the Dahan in harm's way. The limitation in regards to blighted lands felt frustrating. Would play again either solo or otherwise, but again prefer it for team play. Ocean's Hungry Grasp - Felt incredibly limiting for solo play. Main focus was on coastal areas, so could affect settlers inland. Would play again as part of a team, but not solo. Thunderspeaker - Conceptually very cool by working with the Dahan, but felt very procedural. Would play again as part of a team, but felt cold for solo play. Confirmed that this spirit can work really well in multiplayer on games. Grinning Trickster - Probably very fun when played with other spirits, but frustrating when played with only one.
abredon
A great cooperative game - reverses the European exploration/settlement theme - you are spirits trying to defend your island from invaders who are blighting the land.