this post was submitted on 22 Jun 2023
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In order to promote discussion on Lemmy, I’m doing micro-reviews for my favorite boardgames by genre. Please join in, provide your reviews, flame me for my terrible taste or to suggest a category for tomorrow!

Today's game is Spirit Island

TL;DR

Score: 9/10

Positives:

  • Gorgeous artwork

  • Theme fits great in the game

  • Very thinky

  • Tons of difficulty adjustments and scenarios

Negatives:

  • The upkeep of this game is very high

  • Prone to Analysis Paralysis

  • Quarterbacking/Alpha gaming is nearly impossible but it's still really important to discuss how to approach each turn; Not everyone enjoys that

The Review

In Spirit Island you play as a magical spirit of the island. Your task is to protect the land and its native tribes from the colonizing invaders. The objective of the game is to wipe the colonizers or inflict so much fear they give up. If the colonizers spread too much or you run out of time, you lose the game.

Image credit to Richard on bgg, source here

This game is really special. The artwork is absolutely amazing and fits the theme really really well. The Spirits feel REALLY different from eachother, they totally change the way you play the game. Some Spirits are more focused on defending the land from colonist attacks, others are really good at killing enemy units and others play more of a supporting role.

At the start of game you are very weak. You have very limited range, and your starting cards are probably not very powerful. It quickly starts to feel like it's an impossible task and you're going to lose. Part of the island is going to be permanently corrupted and it's going to feel bad.

It's nearly impossible to be an alpha gamer in this game because your decisions are already too complex, you would be totally overwhelmed if you tried to control everyone else's. That said, while all actions can be performed simultaneously, it's very important to communicate your intentions with your team mates. Say you can wipe 1 of 2 possible areas. It's important to communicate that ability with your team mates because maybe someone else is more restricted than you and can only deal with 1 of those areas. Not everyone enjoys this interaction but I truly believe it's key to success.

As the game goes on you will be spreading your influence across the island and acquiring new and more powerful cards. You will start to feel like a god and the game starts to feel easy. It's quite an interesting arc, really. The game comes with a ton of difficulty adjustments but the arc always seems to be the same: you start miserable and thinking the game is impossible but you clutch it out and win when game is nearly over.

I really love the hard decisions in this game. You want to save the entire island, you want to kill every colonizer, you want it all to be perfect. That's not going to happen, the game is designed for that not to happen. You're going to have to make sacrifices and try your best to deal with the threats while gaining some much needed power. I love that aspect of the game. The Spirits are really unique with clever little names. My favorite spirit is "Ocean's Hungry Grasp" and it's so fun because your gameplay neatly simulates the ocean waves. It's amazing.

The one thing that knocks a point out of this game is the "invader phase" upkeek. Spreading colonizers and disease is a REALLY boring step and very prone to errors. It doesn't seem too much in the first couple of turns but it really starts to become a dreadful task that you perform every single round. For this reason, I really don't recommend the first expansion. You need to add even more stuff to add to the board and has yet another upkeep step. There's a Steam adaptation of the game which probably solves this problem but I tend not to enjoy digital adaptations of boardgames.

Context Information

Number of Plays: 15

Suggested player count: 2-3 players, 4 is fine if everyone knows how to play and no one suffers from AP

Average playtime: 2.5 hours

Win-rate: 93.3%

Honorable Mentions

  • Aeon's End: The New Age - Really fun deckbuilding game with the unique novelty that you DO NOT shuffle your deck. Once you play all your deck you simply flip it, no shuffle. Great game. There are a ton of Aeon's End games, I played The new Age and The Outcasts. I recommend The new Age, felt like a better game.

  • The Crew: The Quest for Planet Nine - Trick tacking games are played a lot in Portugal. Every family owns a deck of cards and everyone can play "Sueca". This game feels like cooperative "Sueca" and we had a blast playing it. I also played a bit of the second one but I find the simple design of the first one a lot better.

  • The Shipwreck Arcana - Forgot to mention this one! This is a very clever cooperative deduction game. Small box, small prize, amazing game. It's a solid 9/10 for me as well.

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[–] Darren 4 points 1 year ago (3 children)

Thanks for posting! I'm almost only play cooperative games (no one in my group is too much of a fan to compete against each other), so I'm always on the hunt for more of these. Luckily, I own all three games you've mentioned, but only spent time on AE and The Crew. This definitely motivates me to open up Spirit Island and give it a go!

I actually own the Target exclusive Horizons of Spirit Island - from reviews, it seems like it's a streamlined version of the original, with lower quality pieces. Have you tried this, and what are your thoughts on it?

[–] EvilEwok 1 points 1 year ago

I have Horizons, and it's fine. It's a static board, vs the modular of the original game, but it has mostly? all the same minor and major powers. It doesn't have the 'expanded' difficulty options, where you can assign nationalities to the invaders, nor does it have scenarios.

but to learn the game and play, it's great! the included spirits are great starting spirits on par with several of the spirits in the base game. They can be included in to the base game later without a problem.

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