River Surges in Sunlight

low Base Game
River Surges in Sunlight spirit panel

River Surges in Sunlight

Growth (Pick One)

1
Reclaim All Reclaim All + Gain Power Card Gain Power Card + Gain 1 Energy Gain 1 Energy
2
Add Presence at Range 1 1 Range Add Presence at Range 1 + Add Presence at Range 1 1 Range Add Presence at Range 1
3
Gain Power Card Gain Power Card + Add Presence at Range 2 2 Range Add Presence at Range 2

Presence

Energy
1 Energy
1
2 Energy
2
2 Energy
2
3 Energy
3
4 Energy
4
4 Energy
4
5 Energy
5
Cards
1 Card Plays
1
2 Card Plays
2
2 Card Plays
2
3 Card Plays
3
Reclaim One
Reclaim
4 Card Plays
4
5 Card Plays
5

Special Rules

RIVER'S DOMAIN
Your Presence in Wetlands counts as Sacredsite.

Innate Powers

slow MASSIVE FLOODING
Speed slow | Range sacredsite 1 Range | Target Any
1 sun 2 water
Push 1 Explorer / Town.
2 sun 3 water
Instead, 2 Damage. Push up to 3 Explorer / Town.
3 sun 4 water 1 earth
Instead, 2 Damage to each Invader.

Setup

Put 1 Presence on your starting board in the highest-numbered Wetlands.

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

4
offense
5
control
1
fear
1
defense
4
utility

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.
"Push" means "move from the target land to adjacent lands" - you can Push all affected Invaders to the same place, or scatter them among multiple lands. For River's Powers, Pushing represents forced relocation (for Towns) / diversion (for Explorers) due to flooding, but other Powers might Push Invaders to represent "frightening them away", "giving them wanderlust", "making a land uninhabitable/unpalatable", or other such effects. Moving Invaders around with Push and Gather can be useful in several different ways: to get them out of lands where they're about to Build or Ravage, to move them into lands where your Powers are more effective, or to concentrate them together so a particularly potent Power can wipe them all out in one blow.

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.
Looking across the Power Cards, a few things stand out:

  • 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.
Overall: River Surges in Sunlight works very well with a Plays-heavy, lots-of-small-Powers strategy: it has good ability to gain Power Cards, the Reclaim One bonus spot, cheap Unique Power cards, and powerful higher-level Innate Power effects. However, it can also take a different tack, using its double-Presence placement to blast up the Energy track and grab Major Powers, planning on never triggering anything but the lowest level of its innate until late-game. Which is better will depend on what other Spirits are fighting alongside it, what Adversary is being faced, and initial Power picks.

Links to Guides

Sacredsite Antistone's Opening[↗]

Sacredsite Phantaskippy's Guide[↗]

Sacredsite Build Diagrams

Opening Guides

by Antistone · 3 turns

A 3-turn opening for River Surges in Sunlight that expands presence rapidly via the bottom track, unlocks 3 card plays and reclaim-1 by turn 2, and triggers Massive Flooding tier 2 from turn 2 onward.

openingbase-gamelow-complexity

Lore

From the Spirit Panel

On most of Spirit Island, the rivers run high during the rainy season, as one would expect. There is one exception: the lingering remains of an ancient curse keep a high ridge shrouded in ice, and when the sun beats down, it feeds a single river with abundant meltwater.

River Surges in Sunlight is a spirit of rushing water, inundation, and bounty out of season.

It gets along well with the Dahan who farm along its banks; they reap the benefit of good harvests, and tend to the health of the river in its drier times. Both gain.

=

Design Lore=

River Surges in Sunlight is one of the greater river-spirits of the island, at least among those moderate enough in their locus of power to still interact readily with humans. (Joining of Three Rivers, for instance, is much larger and more powerful, but sluggish even by spirit standards, and very difficult to contact in any but a few very particular, well-worn ways.) River Surges has a well-established symbiotic relationship with the Dahan, who gain fertile ground from its controlled flooding and gifts of health from its magic; in turn, they tend to the river's needs during times of drought and darkness.

Like the river it embodies, it is a spirit of many moods: exuberant or subdued, curious or focused, playful in its power or grim under gray skies. For the Invaders, it brings its more destructive aspects: the force of rushing water, the destructive power of a flash flood, the inexorable rise of waters in a flooded land.

Aspects

Haven

Haven

Higher Complexity

Replaces: Innate Power: Massive Flooding

Sunshine

Sunshine

Higher Complexity
Travel

Travel

Higher Complexity

Replaces: Special Rule: River's Domain

High Synergy Cards

Type
Elements
Sort

Encompassing Ward
Encompassing Ward
fast 1 Minor sunwaterearth
Provides: Water, Sun, Earth
Sky Stretches to Shore
Sky Stretches to Shore
fast 1 Minor sunairwaterearth
Provides: Water, Sun, Earth
Strong and Constant Currents
Strong and Constant Currents
fast 0 Minor sunwaterearth
Provides: Water, Sun, Earth
Blood Draws Predators
Blood Draws Predators
fast 1 Minor sunfirewateranimal
Provides: Water, Sun
Cycles of Time and Tide
Cycles of Time and Tide
fast 1 Minor sunmoonwater
Provides: Water, Sun
Elusive Ambushes
Elusive Ambushes
fast 1 Minor sunfirewater
Provides: Water, Sun
Like Calls to Like
Like Calls to Like
slow 1 Minor sunwaterplant
Provides: Water, Sun
Reaching Grasp
Reaching Grasp
fast 0 Minor sunairwater
Provides: Water, Sun
Song of Sanctity
Song of Sanctity
slow 1 Minor sunwaterplant
Provides: Water, Sun
Sunset's Fire Flows Across the Land
Sunset's Fire Flows Across the Land
slow 1 Minor sunmoonfirewater
Provides: Water, Sun
Teeming Rivers
Teeming Rivers
slow 1 Minor sunwaterplantanimal
Provides: Water, Sun
Twilight Fog Brings Madness
Twilight Fog Brings Madness
slow 0 Minor sunmoonairwater
Provides: Water, Sun
Uncanny Melting
Uncanny Melting
slow 1 Minor sunmoonwater
Provides: Water, Sun
Call to Trade
Call to Trade
fast 1 Minor airwaterearthplant
Provides: Water, Earth
Gift of Power
Gift of Power
slow 0 Minor moonwaterearthplant
Provides: Water, Earth
Infested Aquifers
Infested Aquifers
slow 1 Minor moonwaterearthanimal
Provides: Water, Earth
Mesmerized Tranquility
Mesmerized Tranquility
fast 0 Minor waterearthanimal
Provides: Water, Earth
Pull Beneath the Hungry Earth
Pull Beneath the Hungry Earth
slow 1 Minor moonwaterearth
Provides: Water, Earth
Renewing Rain
Renewing Rain
slow 1 Minor waterearthplant
Provides: Water, Earth
Steam Vents
Steam Vents
fast 1 Minor fireairwaterearth
Provides: Water, Earth
Sucking Ooze
Sucking Ooze
fast 0 Minor moonwaterearth
Provides: Water, Earth
The Shore Seethes with Hatred
The Shore Seethes with Hatred
slow 1 Minor firewaterearthplant
Provides: Water, Earth
Treacherous Waterways
Treacherous Waterways
fast 0 Minor firewaterearth
Provides: Water, Earth
Call of the Dahan Ways
Call of the Dahan Ways
slow 1 Minor moonwateranimal
Provides: Water
Call to Tend
Call to Tend
slow 1 Minor waterplantanimal
Provides: Water
Confounding Mists
Confounding Mists
fast 1 Minor airwater
Provides: Water
Entrancing Apparitions
Entrancing Apparitions
fast 1 Minor moonairwater
Provides: Water
Fleshrot Fever
Fleshrot Fever
slow 1 Minor fireairwateranimal
Provides: Water
Sweep into the Sea
Sweep into the Sea
slow 4 Major sunairwater
Provides: Water, Sun Threshold reachable (90%)
Bargains of Power and Protection
Bargains of Power and Protection
fast 2 Major sunwaterearthanimal
Provides: Water, Sun, Earth Threshold reachable (86%)
Inspire the Release of Stolen Lands
Inspire the Release of Stolen Lands
slow 4 Major sunwaterplantanimal
Provides: Water, Sun Threshold reachable (88%)
Unrelenting Growth
Unrelenting Growth
slow 4 Major sunfirewaterplant
Provides: Water, Sun Threshold reachable (67%)
Cast Down Into the Briny Deep
Cast Down Into the Briny Deep
slow 9 Major sunmoonwaterearth
Provides: Water, Sun, Earth Threshold reachable (63%)
Unleash a Torrent of the Self's Own Essence
Unleash a Torrent of the Self's Own Essence
fast 2 Major sunmoonfirewater
Provides: Water, Sun Threshold reachable (60%)
Ravaged Undergrowth Slithers Back to Life
Ravaged Undergrowth Slithers Back to Life
slow 3 Major waterplantanimal
Provides: Water Threshold reachable (90%)
Smothering Infestation
Smothering Infestation
slow 3 Major waterplant
Provides: Water Threshold reachable (88%)
Flow like Water, Reach like Air
Flow like Water, Reach like Air
fast 2 Major airwater
Provides: Water Threshold reachable (75%)
Plague Ships Sail to Distant Ports
Plague Ships Sail to Distant Ports
fast 4 Major fireairwateranimal
Provides: Water Threshold reachable (75%)
Sea Monsters
Sea Monsters
slow 5 Major wateranimal
Provides: Water Threshold reachable (75%)
Melt Earth Into Quicksand
Melt Earth Into Quicksand
fast 4 Major moonwaterearth
Provides: Water, Earth Threshold reachable (69%)

Design & Extras

Spirit Spotlight

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