Early in a game, the right move is usually to grow. Late in a game, growth stops paying off, and the right move is to win. The endgame is the turn your table stops investing and starts cashing in. This lesson is how to know when that is, and what winning will take.
Three clocks
The Fear lesson introduced the three clocks. Here they are as numbers you can check every turn:
- The Invader Deck. You lose when an Explore finds no card. Without an adversary, that happens on turn 12.
- The Blight Card. You lose when it runs out and says so, or when the Blighted side runs out. The Blight lesson covers this budget.
- The Fear Deck. Each earned Fear Card moves you toward an easier victory condition. Earning the last one wins outright.
There is a fourth way to lose, a Spirit with no Presence on the Island. It rarely ends a game, but late in the game, with Presence spread thin, check it before you let Blight land.
Which condition can you meet?
At each Terror Level, ask what the Island would need to look like for you to win right now:
- Terror Level 1: no Invaders at all. Hard late in the game, when Stage III cards add Explorers to many lands.
- Terror Level 2: no Towns or Cities. Explorers can stay.
- Terror Level 3: no Cities. Explorers and Towns can stay.
Count the pieces that stand in your way. At Terror Level 2, count Towns and Cities. At Terror Level 3, count Cities. That number, against the Damage your table can deal in a turn, tells you how close you are.
Fear to the next level
The Fear table from the Fear lesson gives the totals. For a game without an adversary, each Fear Card needs 4 Fear per player, and each Terror Level is 3 cards.
So at two players, every card needs 8 Fear, and each Terror Level needs 24 more. A table generating 8 or more Fear a turn earns a card every turn. Look at your Fear Pool and ask: will we reach the next level before the Island meets that level’s condition, or after?
Remember that Destroying a City generates 2 Fear and a Town 1. In the endgame, the same Powers that clear the board also feed the Fear Deck. A turn that destroys four Cities generates 8 Fear on top of removing four pieces that would block a Terror Level 3 win.
Set a target turn
Pick the turn you will win, and work backward:
- How many Cities, or Towns and Cities, must go?
- How much Damage can the team deal that turn, with Reclaimed hands and every Card Play used?
- Do we need one more Terror Level first? If so, how much Fear, and which turn will we earn it?
- Can the Blight Card survive until then?
If the answers line up, the turn before your target is a setup turn: Reclaim, move Presence into Range, gather Dahan, and earn the Fear Card that raises the Terror Level. Then the target turn is all in.
Timing the finish
Victory is immediate. You win the moment the current condition is true, at any point in the turn. Several timing details follow from that:
- Fast Powers can win before the Invaders act. Destroy the last City in the Fast Phase at Terror Level 3 and there is no Ravage that turn.
- Revealing a divider can win on the spot. If the Island already has no Cities when you earn the card that reveals Terror Level 3, you win at once.
- A Fear Card earned in the Fast Phase resolves this turn, in the Invader Phase, at the current Terror Level. One earned in the Slow Phase waits until next turn.
- Slow Powers resolve after the Invaders. If the Invaders will Ravage and Blight would run out, Slow Powers come too late to stop it.
Going all in
Once you have committed to a target turn, the usual rules change:
- Presence is cheaper. Losing Presence to Blight matters less when the game will end next turn. Do not lose a Spirit’s last one.
- Energy is for spending. Unspent Energy carries over, but there is no next turn to carry it to.
- Growth for power, not for later. Choose the Growth that helps this turn: Reclaim, Energy, or a placement that brings a land into Range.
If a single effect would make you both win and lose, the rulebook says you win: a sacrifice victory.
When the clocks say no
Sometimes the count shows you cannot win before the deck runs out. Then the rulebook’s scoring is your friend: a defeat still scores more the longer you last, the more Dahan live, and the less Blight remains. Play for the best defeat you can, and note which clock beat you. That is the most useful thing to learn from a loss.
The practice plan at Level 5 turns those notes into a way to climb.
Next lesson
Playing Spirit Island Solo
Next, solo Spirit Island: what changes with one board, how to choose a Spirit that covers its own gaps, and why many players run two Spirits at once.
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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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