Grinning Trickster Stirs Up Trouble

moderate Jagged Earth
Grinning Trickster Stirs Up Trouble spirit panel

Grinning Trickster Stirs Up Trouble

Growth (Pick Two)

1
Add Presence to Jungle or land with Beasts (pay 1 Energy) Add Presence to Jungle or land with Beasts (pay 1 Energy) + Move Presence up to 1 1 Range Move Presence up to 1
2
Add Presence at Range 2 2 Range Add Presence at Range 2
3
Gain Power Card Gain Power Card
4
Gain Energy equal to Card Plays Gain Energy equal to Card Plays

Presence

Energy
1 Energy
1
moon element
moon
2 Energy
2
any element
any
fire element
fire
3 Energy
3
Cards
2 Card Plays
2
Push Dahan
Push Dahan
3 Card Plays
3
3 Card Plays
3
4 Card Plays
4
air element
air
5 Card Plays
5

Special Rules

A REAL FLAIR FOR DISCORD

After one of your Powers adds Strife in a land, you may pay 1 Energy to add 1 Strife within Range 1 of that land.

CLEANING UP MESSES IS A DRAG

After one of your Powers Removes Blight, Destroy 1 of your Presence. Ignore this rule for Let's See What Happens.

Innate Powers

fast LET'S SEE WHAT HAPPENS
Speed fast | Range 1 Range | Target Any land with Invaders
1 moon 1 fire 2 air
Discard Minor Powers from the deck until you get one that targets a land. Use its text effects on target land immediately, ignoring normal Range/Targeting restrictions. All "up to" instructions must be used at max. value. Treat all "OR"s as "AND"s.
(It is not considered a card of yours or a card in play. Its effects are treated as performed by this Power, as if its text were copied here.)
2 moon 1 fire 2 air
You may Forget a Power Card to gain the just-used Power Card (to hand) and 1 Energy.
fast WHY DON'T YOU AND THEM FIGHT
Speed fast | Range 0 Range | Target Any land with Invaders
3 moon
This Power may be Slow speed.
3 air
Add 1 Strife.
3 sun 3 fire
1 Invader and 1 Dahan deal Damage to each other.
If target land has Beast, 2 Damage. Otherwise, you may Gather 1 Beast.

Setup

Put 2 Presence on your starting board: 1 in the highest-numbered land with Dahan, and 1 in land #4.

Play Style

Requires some comfort with risk: both Overenthusiastic Arson and Let's See What Will Happen involve uncertainty about how the Fast Powers phase will pan out.

Can be effective from the get-go, but benefits greatly from not working too hard, instead improving its capacity for mischief by adding Presence and gaining Power Cards. Bonus Energy from Let's See What Will Happen can be extremely helpful in avoiding the distraction of gaining Energy elsewhere.

Power Summary

4
offense
3
control
2
fear
5
defense
4
utility

Unique Power Cards

Strategy

Lore

From the Spirit Panel

There are many trickster Spirits, but this one is the most infamous due to its part in instigating the Second Great Reckoning between the Dahan and the Spirits. It wears any form it pleases - perhaps a tree, perhaps a canoe, perhaps a prominent clan-chief - but can always be distinguished by its multitude of eyes, though they may be subtle or concealed.

Despite its knack for stirring up trouble, it's neither unfriendly nor motivated by malice - it just has a driving curiosity to see what will happen when it messes around with things. Of course, this may involve putting Spirits, people, and animals alike into suddenly precarious situations, so the Dahan appreciate its shenanigans best at a healthy distance.

=

Design Lore=

Trickery, misdirection, and curiosity are all common in nature, and so there are Spirits which partake of those things to a greater or lesser extent. The urge to try things for onesself and a “let’s poke the anthill and see what will happen!” attitude also exist in nature... and are particularly prevalent among humans. The being now known as Grinning Trickster Stirs Up Trouble was one of those Spirits who found the arrival of the Dahan fascinating, and over many centuries its nature has shifted somewhat in response.

It’s generally friendly, and fairly congenial - but even in the days before it became infamous, the Dahan learned that “friendly” was no guarantee that it wouldn’t, say, hide a tiger inside your house. Not out of any malice, but because it would be fun to see how the whole ridiculous (and incidentally deadly) situation would unfold.

It became infamous by touching off the Second Reckoning, the second great clash between Dahan and Spirits. It did this by telling the absolute truth in the worst manner possible, throwing the (admittedly already tense) situation straight into outright conflict. (Nobody is quite sure whether it intended such a huge blow-up; it claims not to remember.)

It’s been involved in all sorts of adventures and misadventures since - its life is nothing if not eventful - but nothing quite so large-scale as the arrival of the Invaders! (Well, except for that time with the cave? And maybe that other thing with the Sky Serpent. Or…)

High Synergy Cards

Type
Elements
Sort

Land of Haunts and Embers
Land of Haunts and Embers
fast 0 Minor moonfireair
Provides: Air, Moon, Fire
Lure of the Unknown
Lure of the Unknown
fast 0 Minor moonfireairplant
Provides: Air, Moon, Fire
Delusions of Danger
Delusions of Danger
fast 1 Minor sunmoonair
Provides: Air, Moon, Sun
Portents of Disaster
Portents of Disaster
fast 0 Minor sunmoonair
Provides: Air, Moon, Sun
Twilight Fog Brings Madness
Twilight Fog Brings Madness
slow 0 Minor sunmoonairwater
Provides: Air, Moon, Sun
Bats Scout for Raids by Darkness
Bats Scout for Raids by Darkness
slow 1 Minor moonairanimal
Provides: Air, Moon
Dire Metamorphosis
Dire Metamorphosis
slow 1 Minor moonairearthanimal
Provides: Air, Moon
Disorienting Landscape
Disorienting Landscape
fast 1 Minor moonairplant
Provides: Air, Moon
Entrancing Apparitions
Entrancing Apparitions
fast 1 Minor moonairwater
Provides: Air, Moon
Haunted by Primal Memories
Haunted by Primal Memories
fast 1 Minor moonairearth
Provides: Air, Moon
Here There Be Monsters
Here There Be Monsters
slow 0 Minor moonairanimal
Provides: Air, Moon
Terror Turns to Madness
Terror Turns to Madness
slow 0 Minor moonairwater
Provides: Air, Moon
Veil the Night's Hunt
Veil the Night's Hunt
fast 1 Minor moonairanimal
Provides: Air, Moon
Fire in the Sky
Fire in the Sky
fast 1 Minor sunfireair
Provides: Air, Fire, Sun
Purifying Flame
Purifying Flame
slow 1 Minor sunfireairplant
Provides: Air, Fire, Sun
Spur on with Words of Fire
Spur on with Words of Fire
fast 1 Minor sunfireair
Provides: Air, Fire, Sun
Call to Migrate
Call to Migrate
slow 1 Minor fireairanimal
Provides: Air, Fire
Desiccating Winds
Desiccating Winds
slow 1 Minor fireairearth
Provides: Air, Fire
Dry Wood Explodes in Smoldering Splinters
Dry Wood Explodes in Smoldering Splinters
slow 1 Minor fireairplant
Provides: Air, Fire
Fleshrot Fever
Fleshrot Fever
slow 1 Minor fireairwateranimal
Provides: Air, Fire
Hazards Spread Across the Island
Hazards Spread Across the Island
fast 0 Minor fireairearthplant
Provides: Air, Fire
Steam Vents
Steam Vents
fast 1 Minor fireairwaterearth
Provides: Air, Fire
Swarming Wasps
Swarming Wasps
fast 0 Minor fireairanimal
Provides: Air, Fire
Birds Cry Warning
Birds Cry Warning
fast 1 Minor sunairanimal
Provides: Air, Sun
Call to Guard
Call to Guard
fast 0 Minor sunairearth
Provides: Air, Sun
Call to Isolation
Call to Isolation
fast 0 Minor sunairanimal
Provides: Air, Sun
Enticing Splendor
Enticing Splendor
fast 0 Minor sunairplant
Provides: Air, Sun
Reaching Grasp
Reaching Grasp
fast 0 Minor sunairwater
Provides: Air, Sun
Transform to a Murderous Darkness
Transform to a Murderous Darkness
slow 6 Major moonfireairwaterplant
Provides: Air, Moon, Fire Threshold reachable (100%)
Sleep and Never Waken
Sleep and Never Waken
fast 3 Major moonairearthanimal
Provides: Air, Moon Threshold reachable (100%)
Vanish Softly Away, Forgotten by All
Vanish Softly Away, Forgotten by All
slow 3 Major moonair
Provides: Air, Moon Threshold reachable (100%)
Weave Together the Fabric of Place
Weave Together the Fabric of Place
fast 4 Major sunmoonairwaterearth
Provides: Air, Moon, Sun Threshold reachable (88%)
Solidify Echoes of Majesty Past
Solidify Echoes of Majesty Past
fast 4 Major sunmoonairearth
Provides: Air, Moon, Sun Threshold reachable (75%)
Twisted Flowers Murmur Ultimatums
Twisted Flowers Murmur Ultimatums
slow 5 Major sunmoonairearthplant
Provides: Air, Moon, Sun Threshold reachable (75%)
Bargain of Coursing Paths
Bargain of Coursing Paths
fast 2 Major moonairwaterearth
Provides: Air, Moon Threshold reachable (71%)
Death Falls Gently from Open Blossoms
Death Falls Gently from Open Blossoms
slow 4 Major moonairplant
Provides: Air, Moon Threshold reachable (67%)
Exaltation of the Incandescent Sky
Exaltation of the Incandescent Sky
fast 7 Major sunfireairwater
Provides: Air, Fire, Sun Threshold reachable (75%)
Pyroclastic Flow
Pyroclastic Flow
fast 3 Major fireairearth
Provides: Air, Fire Threshold reachable (86%)
Storm-Swath
Storm-Swath
slow 3 Major fireairwater
Provides: Air, Fire Threshold reachable (86%)
Plague Ships Sail to Distant Ports
Plague Ships Sail to Distant Ports
fast 4 Major fireairwateranimal
Provides: Air, Fire Threshold reachable (83%)

Design & Extras

Spirit Spotlight