Second Wave
Branch and Claw The Invaders have been drive off once, but they are not staying away, and the Spirits who first defended the island have grown too powerful and slow to react to this second wave of Invaders. Can a new set of spirits rise to the occasion and keep the island safe?
Setup Changes
Second Game Setup
- If the Blight card is on the Healthy side: Increase the Adversary Level by 1.
- If the Blight card is on the Blighted side: Return it to "Healthy". Leave 2
per player (plus 1) on it, and set the rest next to the card. If it flips to Blighted ignore the amount of
printed on the Blighted side and instead use the
sitting next to the card from the first game. (This will often be less than the printed amount, because some
has been left on the Island.)
- Do not place pre-printed tokens,
, or
.
- Pre-printed Invaders start closer to the coast: any which would go into land #6 + instead go into the land numbered 3 lower. (So a
printed on land #7 would instead be put into land #4.)
- On each board: Add 1
to land #5.
- Adversary Setup changes: apply normally, but any extra
is added from the Blight Pool.
, Events, the Invader Deck, and Spirits are all set up normally.
Rule Changes
After the First Game
Each Spirit sets aside one Power Card to assist with the next game. (See "Assistance from the first Spirits"), on the reverse.) Remove all and Invaders. Leave on the Island:
- One of each token-type per player ''(so in a 2 player game: 2
, 2
, 2
).
- 2
per player. Return the rest to the Blight card.
- All
. In lands with 3
or more, Push 1
to adjacent lands until there are 2 or fewer.
Difficulty Notes
Notably Easier: If you delay the prior game's victory to stack the board. Either don't do that or use scoring.
Notably Harder: Against French Plantation Colony - due to
limits, later waves will become outright impossible.
Strategy
Any strategy tips. (Wiki Text Acceptable).