2017 · 1-4 players · 120min · weight 4.07 · 62,737 ratings
BGG raw
Description (2595 chars)
In the most distant reaches of the world, magic still exists, embodied by spirits of the land, of the sky, and of every natural thing. As the great powers of Europe stretch their colonial empires further and further, they will inevitably lay claim to a place where spirits still hold power - and when they do, the land itself will fight back alongside the islanders who live there. Spirit Island is a complex and thematic co-operative game about defending your island home from colonizing Invaders. Players are different spirits of the land, each with its own unique elemental powers. Every turn, players simultaneously choose which of their power cards to play, paying energy to do so. Using combinations of power cards that match a spirit's elemental affinities can grant free bonus effects. Faster powers take effect immediately, before the Invaders spread and ravage, but other magics are slower, requiring forethought and planning to use effectively. In the Spirit phase, spirits gain energy, and choose how / whether to Grow: to reclaim used power cards, to seek new power, or to spread their presence into new areas of the island. The Invaders expand across the island map in a semi-predictable fashion. Each turn they explore into some lands (portions of the island); the next turn, they build in those lands, forming towns and cities. The turn after that, they ravage there, bringing blight to the land and attacking any native islanders present. The islanders fight back against the Invaders when attacked, and lend the spirits some other aid, but may not always do so exactly as you'd hoped. Some Powers work through the islanders, helping them, for example, to drive out the Invaders or clean the land of blight. The game escalates as it progresses: spirits spread their presence to new parts of the island and seek out new and more potent powers, while the Invaders step up their colonization efforts. Each turn represents 1-3 years of alternate history. At game start, winning requires destroying every last explorer, town and city on the board - but as you frighten the Invaders more and more, victory becomes easier: they'll run away even if explorers or even towns and cities remain. Defeat comes if any spirit is destroyed, if the island is overrun by blight, or if the Invader deck is depleted before achieving victory. The game includes different adversaries to fight against (eg., a Swedish Mining Colony, or a Remote British Colony). Each changes play in different ways, and offers a different path of difficulty boosts to keep the game challenging as you gain skill.
LLM v2 (wide)
Raw v2 JSON (1009 chars)
{
"game_id": 162886,
"name": "Spirit Island",
"core_verb": "play power cards to attack invaders",
"decision_shape": "mixed:combinatorial+spatial",
"reward_schedule": "mixed:immediate+delayed",
"aesthetics": [
"Challenge",
"Fellowship",
"Narrative"
],
"core_loop_pitch": "Pay energy to play power cards on island regions; coordinate with other spirits to destroy invaders before their explore/build/ravage cadence overruns the land.",
"mobile_translation_difficulty": "Easy",
"translation_difficulty_reason": "Handelabra ported it cleanly to Steam and mobile; the deterministic invader phases and power-card targeting are perfect for digital.",
"direct_digital_port": "Spirit Island (Steam/iOS/Android, Handelabra)",
"closest_loop_translation": "none yet",
"primitive_tags": [
"scripted_enemy_cadence",
"fear_track_softens_win_condition",
"power_card_growth_choice",
"elemental_threshold_bonuses",
"asymmetric_spirit_economy"
],
"confidence": 0.9
}LLM v3 (deep)
Raw v3 JSON (6709 chars)
{
"game_id": 162886,
"name": "Spirit Island",
"mechanics": {
"core_verb_long": "Each round you fan out your spirit's hand of power cards (typically 4 in hand drawn from a personal deck of ~7-13, expanding via Growth), choose which to play this turn, and pay their energy cost from a small pool (starting around 1-2 energy/turn, scaling up). The repeated physical action is reading icon-dense cards, picking elemental combinations to trigger innate threshold powers, then placing presence discs onto contested island regions on a modular four-board map. The cadence is deliberate and conferring: Spirit Island is a co-op, so the table talks through plays before commitment, and the tactile feedback is watching invader pieces (explorers, towns, cities) get pushed, damaged, or destroyed by your slow- and fast-resolving powers.",
"core_loop_long": "A turn proceeds: Spirit Phase (each spirit picks one Growth option — reclaim cards, gain power, place presence — then collects energy and pays to play power cards face-up), Fast Power Phase (resolve fast-speed powers and innate thresholds before invaders act), Invader Phase (Ravage in lands flagged from last turn — invaders deal damage, blight is added, dahan fight back; Build in lands flagged this turn — towns/cities are added; Explore in lands matching the freshly drawn invader card — explorers seed new lands), Slow Power Phase (resolve slow-speed effects after damage), then Time Passes (cleanup). Three escalating blight pools, an advancing fear track, and a depleting invader deck (~12 cards) drive the clock. You win immediately by clearing all invader pieces from the island, or sooner once the fear track unlocks softer victory conditions (terrify them off even from cities). You lose if any spirit is destroyed, the blight pool empties, or the invader deck runs out before victory.",
"decision_space": "The interlocking choices each turn are which 2-3 power cards to play (each card has a speed, energy cost, range, target restriction, and elemental tags), which Growth option to take (broader board presence vs. more cards in deck vs. card recovery), and crucially how to coordinate with co-op partners since your reach is geographically limited and invader pressure compounds. Tradeoffs are short-term board-saves vs. long-term engine growth; spending energy now vs. saving for big late-game cards; and feeding your innate elemental thresholds (e.g., needing 3 fire + 2 air to trigger a free major effect) vs. just playing the most useful raw ability. The option space at a typical mid-game turn is large — perhaps 20-50 reasonable card-and-target combinations — and what makes a 'good move' hard is that the invader card flip determines which lands ravage and explore, so plays must hedge across two or three threatened regions simultaneously.",
"skill_expression": "The dominant skill is multi-turn forecasting under semi-predictable threat: you must read the invader board (build lands → ravage next turn) and plan two turns ahead because slow powers don't fire until after damage. Second is co-op coordination and negotiation — Spirit Island lives or dies on table talk, with strong players allocating geography and elemental support roles. Third is opportunity-cost reading on power cards: knowing which card is worth its energy this turn vs. cycling for a better hand via Growth. Memory and arithmetic are light; pattern recognition (which adversary archetype, which spirit synergies) is heavy. Strong players don't tunnel-vision their own spirit — they sculpt the global board state with everyone's powers as a single instrument.",
"tactile_dependency": "low",
"tactile_dependency_reason": "Every component encodes legible information — power cards are text-and-icons, presence discs are integer counters, invader/blight tokens are categorical pieces. The game is famously fiddly to set up and resolve, which actually argues FOR digital translation: a tablet would automate invader phase resolution, track elemental thresholds, and surface legal targets. A first-party digital port already exists (Greater Than Games / Handelabra) and works."
},
"theme": {
"promise": "Be a primal nature spirit defending your island home from European colonizers — you are the storm, the swamp, the river. Push back the invaders before they ravage your land and break your kin.",
"setting": "Fantasy, mythology, alt-history colonial-era island, environmental",
"narrative": "embedded — story unfolds via adversary scenarios (Swedish Mining Colony, Habsburg Mining Expedition, Brandenburg-Prussia, etc.) each with escalation rules and flavor; Jagged Earth and Nature Incarnate add scenario-specific narrative beats. No linear campaign, but the adversary system functions as discrete one-shot scenarios with strong textual flavor.",
"audience": "hobbyist Eurogamer, hardcore strategist",
"art_direction": "Lush, painterly nature-fantasy by a team led by Jason Behnke with Loïc Berger, Cari Corene, Adam Rebottaro, Joshua Wright and others. Each spirit gets a distinct illustration vocabulary (e.g., River Surges in Sunlight is luminous gold-green; Bringer of Dreams and Nightmares is unsettling indigo). Designer R. Eric Reuss deliberately made invader pieces white to subvert color-coded morality; the overall direction reads as folk-mythic rather than tolkienesque, with a global indigenous-cosmology palette."
},
"translation": {
"digital_meta_layer_ideas": [
"Roguelite spirit-ascension run: pick a spirit, face a 4-island gauntlet where each island unlocks a harder adversary; between islands draft 'aspect' modifiers (canonical Spirit Island aspects are perfect drafts) that reshape your innate thresholds; run ends at second island defeat",
"Asynchronous co-op campaign league: 2-4 players each take a spirit; each 'turn' is a 24-hour window where players publish their planned card plays; resolution is automated nightly; persistent league standings across multiple islands per season",
"Daily island puzzle: a fixed mid-game board state with one spirit and three power cards in hand; goal is to reach a victory condition in N turns; leaderboard by turn count and elegance; the determinism of invader card order makes this a real solvable puzzle",
"Spirit-collection meta with seasonal adversaries: each season introduces a themed adversary (e.g., 'Tsarist Russia') and rotating spirit pool; lifetime collection of spirit masteries unlocks cosmetic island skins and aspect variants"
],
"closest_mobile_genre": "co-op tactics puzzle / async co-op strategy",
"live_service_potential": "medium"
},
"confidence": 0.85,
"extraction_version": "v3"
}