Surges of Colonization

Nature Incarnate
Instead of a steady flow of colonists, the Invaders send larger expeditions in surging waves of exploration, settlement, and exploitation. Spirits get a bit of breathing room between each wave, but their size may prove overwhelming.

Setup Changes

Resolve one extra Explore Card during the Initial Explore. (The game will start with two cards in the Build space.)

Rule Changes

Distant Expeditions: Explorer are a source of Invaders for Explore Cards.

Surges and Ebbs: On even-numbered turns, resolve one extra Explore Card during the Explore Step (usually 2 Explore Cards). On odd-numbered turns, skip the first normal Explore. (There is a two-sided reminder card for this effect.)

(With an unaltered Invader Deck, the Explore Cards resolved during Setup and on each turn will be 1+1 / / 1+2 / / 2+2 / / 2+3 / / 3+3 / / 3+3 / / loss.)

Final Surge: If there are not enough Invader Cards for the final Surges and Ebbs, use unused Stage III Invader Cards. If none are left, use the highest-Stage Invader Cards in the discard (chosen randomly). (You only lose when you need to reveal the normal Explore Card and can't.)

LARGER SURGES (HIGHER DIFFICULTY)
Add a Fear Card to each Terror Level during Setup.

Surges and Ebbs resolves another extra Explore Card during the Explore Step on even-numbered turns. (Usually 3 Explore Cards. There is a two-sided reminder for this effect.)

(With an unaltered Invader Deck, the Explore Cards resolved during Setup and on each turn will be 1+1 / / 1+2+2 / / 2+2+3 / / 3+3+3 / / 3 +(3)+(3) / / loss.)

Difficulty Notes

Notably Harder: ...for Spirits with consistent effects that help with either Ravages every turn or Builds every turn.