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 at Range 2 2 Range Add Presence at Range 2
3
Add Presence at Range 3 3 Range Add Presence at Range 3 + Gain 3 Energy Gain 3 Energy + Add Destroyed Presence at Range 1 1 Range Add Destroyed Presence at Range 1

Presence

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

High Synergy Cards

Type
Elements
Sort

Poisoned Dew
Poisoned Dew
slow 1 Minor firewaterplant
Provides: Water, Plant, Fire
Roiling Bog and Snagging Thorn
Roiling Bog and Snagging Thorn
fast 0 Minor moonfirewaterplant
Provides: Water, Plant, Fire
The Shore Seethes with Hatred
The Shore Seethes with Hatred
slow 1 Minor firewaterearthplant
Provides: Water, Plant, Fire
Call to Tend
Call to Tend
slow 1 Minor waterplantanimal
Provides: Water, Plant
Call to Trade
Call to Trade
fast 1 Minor airwaterearthplant
Provides: Water, Plant
Flow Downriver, Blow Downwind
Flow Downriver, Blow Downwind
slow 0 Minor airwaterplant
Provides: Water, Plant
Gift of Power
Gift of Power
slow 0 Minor moonwaterearthplant
Provides: Water, Plant
Like Calls to Like
Like Calls to Like
slow 1 Minor sunwaterplant
Provides: Water, Plant
Renewing Rain
Renewing Rain
slow 1 Minor waterearthplant
Provides: Water, Plant
Song of Sanctity
Song of Sanctity
slow 1 Minor sunwaterplant
Provides: Water, Plant
Teeming Rivers
Teeming Rivers
slow 1 Minor sunwaterplantanimal
Provides: Water, Plant
Thriving Chokefungus
Thriving Chokefungus
slow 1 Minor moonwaterplant
Provides: Water, Plant
Voracious Growth
Voracious Growth
slow 1 Minor waterplant
Provides: Water, Plant
Blood Draws Predators
Blood Draws Predators
fast 1 Minor sunfirewateranimal
Provides: Water, Fire
Elusive Ambushes
Elusive Ambushes
fast 1 Minor sunfirewater
Provides: Water, Fire
Fleshrot Fever
Fleshrot Fever
slow 1 Minor fireairwateranimal
Provides: Water, Fire
Steam Vents
Steam Vents
fast 1 Minor fireairwaterearth
Provides: Water, Fire
Sunset's Fire Flows Across the Land
Sunset's Fire Flows Across the Land
slow 1 Minor sunmoonfirewater
Provides: Water, Fire
Treacherous Waterways
Treacherous Waterways
fast 0 Minor firewaterearth
Provides: Water, Fire
Weep for What is Lost
Weep for What is Lost
slow 0 Minor firewateranimal
Provides: Water, Fire
Call of the Dahan Ways
Call of the Dahan Ways
slow 1 Minor moonwateranimal
Provides: Water
Confounding Mists
Confounding Mists
fast 1 Minor airwater
Provides: Water
Cycles of Time and Tide
Cycles of Time and Tide
fast 1 Minor sunmoonwater
Provides: Water
Encompassing Ward
Encompassing Ward
fast 1 Minor sunwaterearth
Provides: Water
Entrancing Apparitions
Entrancing Apparitions
fast 1 Minor moonairwater
Provides: Water
Infested Aquifers
Infested Aquifers
slow 1 Minor moonwaterearthanimal
Provides: Water
Mesmerized Tranquility
Mesmerized Tranquility
fast 0 Minor waterearthanimal
Provides: Water
Pull Beneath the Hungry Earth
Pull Beneath the Hungry Earth
slow 1 Minor moonwaterearth
Provides: Water
Ravaged Undergrowth Slithers Back to Life
Ravaged Undergrowth Slithers Back to Life
slow 3 Major waterplantanimal
Provides: Water, Plant Threshold reachable (100%)
Smothering Infestation
Smothering Infestation
slow 3 Major waterplant
Provides: Water, Plant Threshold reachable (100%)
Fire and Flood
Fire and Flood
slow 7 Major sunfirewater
Provides: Water, Fire Threshold reachable (100%)
Plague Ships Sail to Distant Ports
Plague Ships Sail to Distant Ports
fast 4 Major fireairwateranimal
Provides: Water, Fire Threshold reachable (100%)
Spill Bitterness Into the Earth
Spill Bitterness Into the Earth
fast 5 Major firewaterearth
Provides: Water, Fire Threshold reachable (100%)
Unleash a Torrent of the Self's Own Essence
Unleash a Torrent of the Self's Own Essence
fast 2 Major sunmoonfirewater
Provides: Water, Fire Threshold reachable (100%)
Sea Monsters
Sea Monsters
slow 5 Major wateranimal
Provides: Water Threshold reachable (100%)
Transformative Sacrifice
Transformative Sacrifice
fast 3 Major moonfirewaterplant
Provides: Water, Plant, Fire Threshold reachable (86%)
Unrelenting Growth
Unrelenting Growth
slow 4 Major sunfirewaterplant
Provides: Water, Plant, Fire Threshold reachable (83%)
Inspire the Release of Stolen Lands
Inspire the Release of Stolen Lands
slow 4 Major sunwaterplantanimal
Provides: Water, Plant Threshold reachable (88%)
Flocking Red-Talons
Flocking Red-Talons
fast 3 Major airwaterplantanimal
Provides: Water, Plant Threshold reachable (86%)
Sweep into the Sea
Sweep into the Sea
slow 4 Major sunairwater
Provides: Water Threshold reachable (80%)