River Surges in Sunlight
lowSetup
Play Style
While capable of some direct offense, River Surges in Sunlight is best at flooding out Explorers and Towns, displacing them from lands where they might Build or Ravage.The ability to get free Sacred Sites makes a wide range of Powers more useful.
Power Summary
Unique Power Cards
Suggested Cards
Strategy
General Strategy
What do we see?
- Growth: It can play two Presence/turn, allowing for fast expansion, though flowing through one land at a time. Its single-Presence option grants a Power Card - unlike Lightning's, which grants extra Energy. River's nature is a bit more fluid than Lightning's; it changes more easily.
- Presence Tracks: It has average-ish Energy and Card Plays (a bit worse than average, but being able to play 2 Presence in one turn more than makes up for that). However, there's a symbol on the Card Plays track we haven't seem before: Reclaim One. Once this symbol is uncovered, River can reclaim one Power Card every Spirit Phase, allowing it to go longer without taking Reclaim All during Growth. This bonus is especially useful when trying to take a "high Plays, low Energy" many-small-Powers approach; that River gets it partway along its Plays tracks indicates that it's probably well-suited to that strategy.
- Special Rules: River's Home - Any Presence in Wetland is considered a Sacred Site, even if there's only one of it. Definitely useful, though whether it's critical depends on how much River needs Sacred Sites.
- Innate Power: Massive Flooding - At the base level, this Pushes Invaders from a land. At the highest level, it inflicts widespread damage on all Invaders in the land. The middle level splits the difference. The low level looks pretty easy to trigger (though we'll have to check the elements on River's cards); the top level looks much harder, requiring at least 4 Power Cards. This needs a Sacred Site to use, so will be easiest near Wetlands.
Massive Flooding isn't River's only way of Pushing Invaders:
- Wash Away also Pushes Explorers and Towns. In concert with Massive Flooding, River can do a lot of movement!
- Flash Floods isn't just damage, it's Fast damage - useful for picking off Explorers before they can Build. On the coasts, it can take out Towns, or almost destroy a City.
- Boon of Vigor can be used on itself if necessary, but is much better used cooperatively - particularly if you can coordinate the timing so that you use it on a turn they're playing lots of Power Cards.
- River's Bounty lets River call to the Dahan by providing blessings of good harvest and health. Improvements to net population growth and additional time for things like fighting are represented by adding another Dahan piece to the board. River Surges in Sunlight also benefits, as the Dahan tend to its banks and make offerings of dance and song.
- None of them require Sacred Sites. So the free Sacred Sites from River's Home will be useful only for the Massive Flooding innate and for any gained Power Cards requiring Sacred Sites.
- All of them provide Water, and all but one of them provide Sun. So it'll be possible to trigger Massive Flooding just about every turn. Maybe those free Sacred Sites will be important after all!
- Overall, they're pretty cheap. Their total Energy cost is 3, but River's Bounty will usually give 1 back, and Boon of Vigor can also do so in a pinch.