Every Spirit panel has Innate Powers printed on it. They cost no Energy and use no Card Plays. All they need is Elements. New players often trigger them by accident, when the cards they happened to play add up. Better players choose cards so they trigger on purpose.
The rules
From the core rulebook:
- There are eight Elements: Sun, Moon, Fire, Air, Water, Earth, Plant, and Animal.
- You gain a Power Card’s Elements the moment you pay for it, Fast or Slow, and keep them until the card leaves play, usually when Time Passes.
- Elements are never spent. A threshold only checks whether you have them. Two Water meets every threshold that asks for 2 Water, as many times as you like.
- Innate Powers trigger once per turn, even if you have twice the Elements needed.
- An Innate Power resolves its base effect and every threshold you meet, top to bottom. If a threshold says “instead,” it replaces the levels above it.
- You may always act as if you have fewer Elements than you do, to avoid a threshold you do not want.
- If you skip a Power Card’s effect, you still keep its Elements.
Permanent and Any Elements
Some Presence Track spaces show an Element. While that space is uncovered, you have that Element every turn, for free. A space marked “Any” gives you one Element of your choice each turn; once you choose it, it stays fixed until the next turn.
That makes Presence placement an Element decision too. Lifting Presence from a track space can give you a permanent Element that pushes an Innate over a threshold on every turn that follows. Before you choose which track to take Presence from, check what each next space reveals.
Reading an Innate Power
Each Innate Power lists its speed, its Range and target, and one or more thresholds. A threshold is a row of Element symbols with an effect beside it. The first row is the minimum to use the Power at all. Lower rows usually need more Elements and add bigger effects.
Read the bottom row first. That is what the Innate does at full strength, and it tells you what your Spirit is reaching for over the game.
Planning a turn around a threshold
Here is a simple method for the Spirit Phase:
- Count your permanent Elements from your Presence Tracks.
- List the cards you want to play for their effects.
- Add their Elements and compare the total to each Innate threshold.
- If you are one Element short, look for a card in hand that gives it, even if its effect is weak. Playing a card only for its Elements is a real play, and the rulebook says so.
- Check the cost. That card uses a Card Play and its Energy, so make sure the threshold you reach is worth more than the card you are not playing instead.
Say your Innate needs 2 Fire and 1 Air for its second level. Your two best cards give 1 Fire and 1 Air. A third card with a so-so effect gives 1 Fire. Playing it may be the strongest move in your hand, because it adds the Innate’s second level on top of its own effect.
Elements across turns
Elements reset every turn, so plan in pairs of turns. When you Reclaim, your whole hand comes back, and you can line up a turn where everything fires at once. A Spirit with few Card Plays may meet a high threshold only every other turn. Know which turns those are, and point them at the biggest threats on the Invader track.
Elements and Power choices
Elements are one of the five questions from the Power Cards lesson. When you draw four cards, check which ones carry the Elements your Innates need most. Each Spirit’s Play Style notes, on the back of its panel, often say which Elements matter for it.
Some Power Cards have thresholds too. They work the same way: if you have the Elements when the card resolves, you get the extra effect. Elements from all your played cards and your tracks count toward every threshold you meet this turn.
Common Element mistakes
- Losing Elements when you skip a card. You keep them. Play the card, skip the effect if you want, and use the Elements.
- Spending Elements. Thresholds only check. One Fire helps every threshold that needs one Fire.
- Triggering an Innate twice. Each Innate Power works once per turn.
- Forgetting permanent Elements. Uncovered track spaces count every turn.
- Waiting for a Slow card’s Elements. You have them from the moment you pay, so they help your Fast Innates too.
Elements are the most engine-like part of Spirit Island. Our guide to engine building games shows the same idea across other games: small choices early that make every later turn stronger.
Next lesson
The Other Four Spirits in the Spirit Island Box
Next, the other four Spirits in the box: A Spread of Rampant Green, Thunderspeaker, Bringer of Dreams and Nightmares, and Ocean's Hungry Grasp.
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Learn and teach Spirit Island in one sitting, then read the Invader cards ahead, spend Fear and Energy well, play the starter Spirits, and climb the adversaries together. Free, one short lesson at a time.
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