Wounded Waters Bleeding

high Nature Incarnate
Wounded Waters Bleeding spirit panel

Wounded Waters Bleeding

Growth (Pick One)

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

Presence

Energy
3 Energy
3
4 Energy + fire|plant
4 +fire|plant
5 Energy + any 5
5 +any
Cards
0 Energy + 1 Card Plays
0E / 1CP
water|animal element
water|animal
Gather Blight
Gather Blight
1 Energy + 2 Card Plays
1E / 2CP
Special
3 Card Plays
3
Reclaim One
Reclaim
4 Card Plays
4

Special Rules

SEEKING A PATH TOWARDS HEALING
After playing cards each Spirit Phase:
  • Claim a Healing Marker (Element Marker) matching whichever of Water or Animal you have more of. (You break ties.)
  • You may then Claim a Healing Card if you meet its requirements. (You can claim your first Healing Card on Turn 3.)
  • Then Destroy 1 Presence or Forget a Power Card (unless a Healing Card just removed this rule).

Innate Powers

slow SWIRL AND SPILL
Speed slow | Range 1 Range | Target Any
2 water
Push up to 2 Explorer/Dahan/Blight.
3 water
1 Fear. Push up to 2 Town/Presence/Beasts.
5 water 2 plant
In one land pushed into, Downgrade all Town and all City.
slow SANGUINARY TAINT
Speed slow | Range 1 Range | Target Any
1 Fear. 1 Damage. Push 1 Dahan.
1 water
1 Damage. Add 1 Beasts.
2 fire 2 water
1 Fear. 4 Damage. Add 1 Disease.

Setup

On your starting board, put 2 Presence in a land with Blight, then put 2 Presence and 1 Blight (from the box) in the highest-numbered land with a Town Setup Symbol.

You start with your 4 Unique Power Cards and 4 Energy.
Set your 4 Healing Cards nearby.

Play Style

Starts off wounded, losing a Presence or a Power Card every turn. Heals over the course of the game, finding a new nature - while some choices may be a touch better or worse due to Adversary, Power Card picks, teammates, etc., most combinations are viable in most games.

Benefits from careful Presence placement, both due to losing Presence and because some if its Unique Powers must target from lands with Blight.

Power Summary

4
offense
5
control
2
fear
1
defense
1
utility

Unique Power Cards

Lore

From the Spirit Panel

In years past, Peace-Waters was a woodland pond, fed by a small river: a Spirit of contended coexistence and the gift of water. Humans and animals would drink in peace, then move on.

The Invaders, too, found Peace-Waters, drank, and moved on. Upriver, they built slaughterhouses and tanneries, pouring charnel-blood through the pool day after day, year after year.

The Spirit which used to be Peace-Waters has barely survived. It is no longer a Spirit of peace - but it has not yet found coherence in a new nature, and until it does, it is at risk of unraveling altogether.

=Design Lore=

In years and generations past, there was a small lake (or a large pond, depending on how you looked at it) nestled into a wooded area. It was fed by a large brook (or a small river) that ran its way down a rocky slope, producing a bit of spray and a pleasing burbling noise.

You might expect that animals would come to the lake to drink, and you would be more right than you knew - for the pool was (or was the home of, again depending on how you looked at it) Peace-Waters, a Spirit of contented co-existence and the gift of water. On its banks, predators did not hunt prey, and a curious feeling of peace spread through all who approached.

(Do you wonder to yourself how the ecosystem survived such a thing? The protections of Peace-Waters only applied to guests, to animals visiting for water, not to those which lived within the waters itself. Any animal or human which came to drink would, after finding enough inner peace to lose track of time's passage, feel an urge to move onwards - prey animals could drink without fear, but predators could do quite well for themselves on the game-paths leading to and from Peace-Waters, so long as they were far enough away.)

Then the Invaders came. Some of their explorers found Peace-Waters' lake, and in keeping with the nature of the place, decided it didn't feel quite right to site a mill there. But upstream... upstream of Peace-Waters, they settled, and built slaughterhouses and tanneries. With death’s blood and worse pouring into the pool day after day, Peace-Waters started to change.

They are - for now - still a Spirit of water and water's gift, but half-transformed to a Spirit of blood, predation, and wracking taint. Caught between these two deeply opposed natures, they are slowly disintegrating, trying to find coherence before dissolving completely.