Spirit Island
Power Draft Start (Spirit Island)
Spirit Island players frequently draft from larger opening power options to reduce mismatch between spirit kit and island state.
During first growth phase, each player draws 5 minor powers instead of 4 and keeps 1.
Blight Cushion for New Groups (Spirit Island)
A common teaching Spirit Island house rule adds a small blight buffer so new teams can learn without immediate collapse.
Add one extra blight to the healthy island card before setup. All other rules remain unchanged.
Fast-Phase Planning Timer (Spirit Island)
This Spirit Island speed rule controls multiplayer AP while preserving cooperative coordination.
Set a 2-minute timer for spirit planning. When time ends, players lock selected power cards for the round.
Trailing Fear Boost (Spirit Island)
A community catch-up tweak adds one fear on hard boards when invader tempo outpaces spirit growth.
If the island has 6+ blight at end of invader phase, generate +1 fear before next spirit phase.
Solo Adversary Ramp (Spirit Island)
Solo Spirit Island players use this variant to scale challenge smoothly across repeated plays.
In solo mode, play adversary level 0 for rounds 1-2, then apply level 1 rules from round 3 onward.