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Day 6: Best Cooperative game - Spirit Island

In order to promote discussion on Lemmy, I’m doing micro-reviews for my favorite boardgames by genre. Please join in, provide your reviews, flame me for my terrible taste or to suggest a category for tomorrow!

Today's game is Spirit Island

TL;DR

Score: 9/10

Positives:

  • Gorgeous artwork
  • Theme fits great in the game
  • Very thinky
  • Tons of difficulty adjustments and scenarios

Negatives:

  • The upkeep of this game is very high
  • Prone to Analysis Paralysis
  • Quarterbacking/Alpha gaming is nearly impossible but it's still really important to discuss how to approach each turn; Not everyone enjoys that

The Review

In Spirit Island you play as a magical spirit of the island. Your task is to protect the land and its native tribes from the colonizing invaders. The objective of the game is to wipe the colonizers or inflict so much fear they give up. If the colonizers spread too much or you run out of time, you lose the game.

Image credit to Richard on bgg, source here

This game is really special. The artwork is absolutely amazing and fits the theme really really well. The Spirits feel REALLY different from eachother, they totally change the way you play the game. Some Spirits are more focused on defending the land from colonist attacks, others are really good at killing enemy units and others play more of a supporting role.

At the start of game you are very weak. You have very limited range, and your starting cards are probably not very powerful. It quickly starts to feel like it's an impossible task and you're going to lose. Part of the island is going to be permanently corrupted and it's going to feel bad.

It's nearly impossible to be an alpha gamer in this game because your decisions are already too complex, you would be totally overwhelmed if you tried to control everyone else's. That said, while all actions can be performed simultaneously, it's very important to communicate your intentions with your team mates. Say you can wipe 1 of 2 possible areas. It's important to communicate that ability with your team mates because maybe someone else is more restricted than you and can only deal with 1 of those areas. Not everyone enjoys this interaction but I truly believe it's key to success.

As the game goes on you will be spreading your influence across the island and acquiring new and more powerful cards. You will start to feel like a god and the game starts to feel easy. It's quite an interesting arc, really. The game comes with a ton of difficulty adjustments but the arc always seems to be the same: you start miserable and thinking the game is impossible but you clutch it out and win when game is nearly over.

I really love the hard decisions in this game. You want to save the entire island, you want to kill every colonizer, you want it all to be perfect. That's not going to happen, the game is designed for that not to happen. You're going to have to make sacrifices and try your best to deal with the threats while gaining some much needed power. I love that aspect of the game. The Spirits are really unique with clever little names. My favorite spirit is "Ocean's Hungry Grasp" and it's so fun because your gameplay neatly simulates the ocean waves. It's amazing.

The one thing that knocks a point out of this game is the "invader phase" upkeek. Spreading colonizers and disease is a REALLY boring step and very prone to errors. It doesn't seem too much in the first couple of turns but it really starts to become a dreadful task that you perform every single round. For this reason, I really don't recommend the first expansion. You need to add even more stuff to add to the board and has yet another upkeep step. There's a Steam adaptation of the game which probably solves this problem but I tend not to enjoy digital adaptations of boardgames.

Context Information

Number of Plays: 15

Suggested player count: 2-3 players, 4 is fine if everyone knows how to play and no one suffers from AP

Average playtime: 2.5 hours

Win-rate: 93.3%

Honorable Mentions

  • Aeon's End: The New Age - Really fun deckbuilding game with the unique novelty that you DO NOT shuffle your deck. Once you play all your deck you simply flip it, no shuffle. Great game. There are a ton of Aeon's End games, I played The new Age and The Outcasts. I recommend The new Age, felt like a better game.
  • The Crew: The Quest for Planet Nine - Trick tacking games are played a lot in Portugal. Every family owns a deck of cards and everyone can play "Sueca". This game feels like cooperative "Sueca" and we had a blast playing it. I also played a bit of the second one but I find the simple design of the first one a lot better.
  • The Shipwreck Arcana - Forgot to mention this one! This is a very clever cooperative deduction game. Small box, small prize, amazing game. It's a solid 9/10 for me as well.
33 comments
  • Haven't tried Spirit Island yet! To be honest, the big price tag kind of scares me from casually trying it(esp since I hear the consensus is you want the branch & claw xpacs too to really make it great).

    It might be cheating since it is only sorta a board game, but my favorite is the Arkham Horror LCG. So much content, each campaign has its own quirks and twists, and the deckbuilsing is incredibly deep, especially with the experience leveling up system. One of my favorite board games overall

    • I played Spirit Island for the first time on Tabletop Simulator and it felt kinda cluttered and too hard to anticipate what happens next. But playing it at a real table with all the little pieces was completely different. We played many times with 4 players since and added the expansions only after a while. The base game is completely fine in my opinion and doesn't feel incomplete.

      I didn't really get into AH LCG. I only played it in TTS and felt like I had little control over the game. There were so many random elements that could affect all subsequent games that we abandoned it in frustration. And isn't the price much higher with all the campaigns than SI?

    • It's crazy to see how much boardgames have increased in cost. I bought my copy for 60 euros, the same shop now sells it for 95 euros.

      Even if you feel like Branch & Claw is something you'd enjoy, you should probably play a couple of games without it. I wouldn't discard the game because of expansions, the base game feels complete and is as challanging as you want it to be!

  • Awesome! I've been playing Spirit Islands frequently for the past three or so months. I'm really enjoying the different thematics of all the spirits, their aspects and their unique powers. The spirits names are quite unique and awesome as well: "River Surges in Sunlight", "Many Minds Move as One", "Lure of the Deep Wilderness", etc., they're kinda mysterious but still good at explaining the idea behind a spirit.

    The artwork you praise so much is a bit overhyped as far as I'm concerned. There's some really nice pictures, but there's also some that are just kinda dull. The big variety of scenarios, nations and spirits is more interesting to me. I do feel like the more complex spirits also have the fancier artwork though. Which is a bit unfair haha.

    My personal favourite coop game is Magic Maze, followed by Pandemic: Fall of Rome, The Shipwreck Arcana, So Clover and Top Ten. But Spirit Island is also pretty high on my list, especially when I'm looking to fulfill the itch for a longer, more complex coop game.

    • I absolutely love Shipwreck Arcana, that's a great mention. Best surprise game or something like that :P. Such a small box and such a fun game. It's hard to find people that are into it but with the right crowd that game is fantastic. A solid 9 for me as well!

      I've been wanting to try Top Ten, can you expland your thoughts on it?

  • We play up to five players and it's entirely fine at that count. Then again maybe our opinion that a highly rewarding game like Spirit Island doesn't have to be over in 90 minutes may be an outlier.

    One of the morst important factor in Spirit Island is that everyone MUST be able to play without handholding. And once you're beyond the 3 player mark there's no more room (nor necessity) to discuss island-wide tactics. Some quick words on strategy are alright but the turn to turn tactics are best dealt with when every player figures out what they could do or contribute to and the negotiates bilaterally.

    I also disagree with the upkeep being an issue. It doesn't take a whole lot of games to get familiar with the VERY easy formula. Seriously, out of everything in Spirit Island the invader turns are probably the easiest. Everyone can just do their own island board and you're done in a jiffy.

    One nice thing about the expansions is that most additions are completely optional. You can play with them if you like or ignore them.

    It's definitely a game that's a bit tricky to get new players into. The rules are a bad teaching tool and you absolutely should play with MAX 3 players at the easiest setup imaginable when onboarding newbies. Because you ARE gonna have to handhold them.

33 comments