Table of Contents
Eyes Watch from the Trees
Devouring Teeth Lurk Underfoot
Sun-Bright Whirlwind
Rising Heat of Stone & Sand
Fathomless Mud of the Swamp
Eyes Watch from the Trees

Turn 1: G3
Growth
- Ideal: You draw a zero-cost card that has both
and
. - Good: You don’t have that, but you can take a zero-cost card with a
. - OK: You don’t have that, but you can take a zero-cost card without
or
. - Worst: You draw all one-cost cards. Prioritize
over
, but ideally take a card with both.
- Add a presence up to 3 away. Take from the bottom track, gaining the ability to play 2 cards. In placing your presence, you might want to consider which card(s) you’ll be playing—see below.
Choose & Pay for Powers
- If you drew a zero-cost card, play both Mysterious Abductions and whatever minor you drew. You might trigger the first level of your innate, depending on your luck of the draw.
- If you drew a one-cost card, play either Mysterious Abductions or whatever minor you drew.
Turn 2: G2
Growth: Place a sacred site somewhere on the board, ideally in a jungle. (You need presence in jungles to use Whispered Guidance Through the Nights.) Take the presence from the bottom track, revealing 3 card plays.
Choose & Pay for Powers: Play Whispered Guidance Through the Nights, Eerie Noises and Moving Trees, and Boon of Watchful Guarding. You trigger the second level of your innate.
Turn 3 & Beyond
Turn 3: Do growth option 1 and reclaim your cards. I usually hold back enough cards to trigger at least the second level of my innate next turn, which will depend on how the game is going.
Beyond:
- If you are energy-starved (e.g. you’re playing solo or your partner spirits can’t feed you energy), I usually do G2 from the top track on Turn 4 to get 2 energy per turn. Then the next priority is getting to four card plays to trigger the highest level of your innate, so it’s likely another reclaim cycle and then G2 on the bottom track to play four cards.
- If you have another spirit able to feed you energy, or you draw a card like Gift of Constancy, you can play a bit more aggressively: G2 from bottom track on Turn 4 to get to 4 card plays, and then a reclaim loop (G1 over and over again) while playing your starting hand.
Devouring Teeth Lurk Underfoot

Turn 1: G3
Growth
- Gain 3 energy.
- Add a presence up to 2 away. Take from the bottom track, gaining the ability to play 2 cards. (You might want to place your presence somewhere it’ll be helpful to do 4 damage to explorers or towns–so likely wherever the adversary just explored.)
Choose & Pay for Powers: Play Herd Towards the Lurking Maw and Ferocious Rampage. You trigger the first level of your innate.
Turn 2: G2
Growth:
- Gain a minor power card. Ideally, take cards that have both
and
. If you don’t draw such a card, prioritize
since we will uncover a free
this turn. - Add a presence up to 1 away. Take from the top, revealing a fire element. (You will likely want to place this somewhere that defending 9 will be useful.)
Choose & Pay for Powers: Play Gift of Furious Might and Mark Territory. You trigger the second level of your innate.
Turn 3
Growth:
- Gain a minor power card. Ideally, take cards that have both
and
. If you don’t draw such a card, prioritize
since we will uncover a free
this turn. - Add a presence up to 1 away. Take from the top, revealing 3 energy gained per turn. (Consider what ranges your minor powers need in order to be played.)
Choose & Pay for Powers: Play both of the minor powers you drew (one on turn 2 and one on this turn).
Sun-Bright Whirlwind

Turn 1: G3
Growth
- Gain a minor power card. Take the cheapest card with a
. If you didn’t draw a card with
(only a 15% chance this will happen), take the cheapest card that’s opportunistically useful. - Add a presence up to 4 away. Take from the bottom track, gaining the ability to play 2 cards. Place your presence somewhere you can prevent a build by removing an explorer (using your special rule A Stiff Wind at Their Backs).
Choose & Pay for Powers: Play Gift of the Sunlit Air and whatever minor you drew. You might trigger the first level of your innate, if your minor has
.
Turn 2: G2
Growth: Add a presence up to 1 away, again removing an explorer ideally to prevent a build. Take from the bottom track, so you can play 3 cards. Gain 4 energy.
Choose & Pay for Powers: Play Gift of Wind-Sped Steps, Scatter to the Winds, and Tempest of Leaves and Branches. You trigger the second level of your innate.
Turn 3 & Beyond
Turn 3: Do growth option 1 and reclaim your cards. Play 2 cards.
Turn 4: Do G3 and gain another minor power card. Take from the bottom track, revealing a
. Play 2 cards.
Turn 5: Do G2 and play your 3 remaining cards. Ideally you trigger the third level of your innate, which requires you to have 2
and 3
in your hand, so plan your card plays in turns 3 and 4 accordingly.
Rising Heat of Stone & Sand

Turn 1: G3
Growth
- Gain 2 energy.
- Gain a minor power card. Take a zero-energy card. (If you do not draw a zero-energy card, you’ll only be able to play one card this turn.) Prioritize
over
. If you draw Lure of the Unknown, take it. - Add a presence (up to) 1 away. Take from the bottom track, gaining the ability to play 2 cards.
Choose & Pay for Powers: Play Sweltering Exhaustion and whatever minor you drew (provided it costs zero). You might trigger the first level of your innate, but this requires you to have drawn Lure of the Unknown.
Turn 2: G2
Growth: Create a sacred site by placing a presence to the same Sands or Mountain. Take from the bottom track, which allows you to play three cards this turn.
Choose & Pay for Powers: Play your remaining three unique powers (Call on Herders for Aid, Gift of Searing Heat, and Stinging Sandstorm). You trigger the second level of your innate.
Turn 3 & Beyond
Turn 3: You will have to reclaim (G1).
Turn 4: I find that the combination of G3 and the +1 energy from G1 usually gives me enough energy, so I prefer to prioritize getting to 4 card plays. I usually do G2, create another sacred site, and take one from the bottom track (gets you 4 card plays) and one from the top track (revealing a
, which is useful for your innate).
Turn 5: If you need more cards, do G3, but otherwise, G2 is always nice because it subtracts health from invaders, and you can reveal both 2 energy per turn (the top track) and 5 card plays (the bottom track).
Fathomless Mud of the Swamp

Turn 1: G3
Growth
- Gain a minor power card. Ideally, you draw a card with both
and
. If you don’t, prioritize
over
because you will uncover a
as you move towards 4 card plays. - Add a presence up to 2 away. Take from the bottom track, revealing the ability to play 2 cards per turn. You will want to set yourself up to create another sacred site next turn.
- Gain 2 energy.
Choose & Pay for Powers: Play Foul Vapors and Fetid Muck and whatever minor you drew. You might trigger the second level of your innate, if you were lucky and drew a card with both
and
. (Don’t forget that you will almost always trigger the first level, which can allow you to move your sacred sites around.)
Turn 2: G2
Growth: Take both presence from the bottom track. You can now play 3 cards per turn.
Choose & Pay for Powers: Play Exaltation, Intractable Thickets, and Open Shifting Waterways. You trigger the third level of your innate.
Turn 3 & Beyond
Turn 3: Do G1 and reclaim your cards. Create another sacred site by taking from the bottom track.
Turn 4: Do G2 and take from the top track to get to 2 energy per turn.
Turn 5: Either way, you’re reclaiming and doing G1. What happens next depends on whether you’re energy-starved:
- If you have another spirit able to feed you energy, you can take your 0-range presence addition from the bottom track and play your starting hand in a reclaim loop.
- If you’re energy-starved (e.g. you’re playing solo or your partner spirits can’t feed you energy), take the presence from the top track. Now you get three energy per turn, and the next time you add presence, take it from the bottom track.