Take a look at one of Jagged Earth's most powerful Spirits!
Good evening folks! We are just a few short days from this campaign coming to a close and we want to let you all know how much we appreciate your support!
Let’s kick this update off with something beautiful. Below is a video showing off the Broken Token Crate that was announced as an add-on item in Monday’s update.
We received a lot of comments and questions about the Crate and here are a few answers.
Is the Broken Token Crate future proofed?
No, the Crate is not future proofed because we do not know what items will be in future expansions.
Why should I get the Broken Token Crate?
The Crate allows you to hold the Box Insert without any lid lift issues. If you are concerned about lid lift but would like to store all of your current Spirit Island items together this is a good solution for you.
Does the Broken Token Box Insert still fit in the base game or Jagged Earth box?
Yes, the Box Insert will fit in either with lid lift.
Why is the Broken Token Crate price point $60?
The Broken Token uses a specific formula based on manufacturing time and material cost to determine the necessary price. Each lid contains 8 different colors of acrylics and it takes a significant amount of time to cut and assemble.
Is the Broken Token Crate different than the Broken Token Box Insert?
Yes, these are two separate products.
If you have any further questions please ask them in the comments below and we will respond as quickly as possible.
Now, to learn about a truly unique Spirit...
Starlight Seeks Its Form
The natural world is not static, and neither are the Spirits. Individuals among them grow and change, both reflective-of and reflecting-into the parts of the world that they embody. Spirits can cease to exist, either slowly fading away, being severed from the vital life of nature, or through the cessation of portions of the world they cannot do without. They can transform, their nature fundamentally shifting. And new Spirits can come into being, either coalescing around the existing, or via the genesis of the new.
Usually, when Spirits arise, they embody or represent something right from the get-go. There is, however, something different and unusual about the light of stars. While there do certainly exist Spirits of the night and nighttime sky, when starlight itself falls to earth (common) and brings a Spirit (much rarer), that Spirit arises unattached to any facet of nature, other than a lingering and fading connection to the stars above. Over its first hours, months, years of its existence, it transforms, forming connections to local places and aspects of nature, becoming something altogether new.
Are the stars themselves immense Spirits, slower-moving than any on the island, but so powerful they create children from across the vast reach of sky? By the time starlight-Spirits understand this question being posed to them, they no longer remember whether it is true.
Back when I first made Spirit Island, the very first time I showed it to anyone, I simulated unique Spirits by grabbing a couple of Minor Powers from the deck for each player at game start. (I was working on more fundamental systems like “how do Powers work?” and “how do the Invaders act?”, and didn’t want to spend time on detailing unique Spirits until the mechanical ground they’d rest upon was a bit more solid.)
One of the players really liked this mix-and-match approach, and occasionally waxed hopeful about a build-your-own Spirit variant over the years. I poked at it as a Scenario, and as some rules variants, but it never really clicked.
But something I’ve always wanted to do is lean harder into Spirits that could choose their own future elemental course - you get a bit of this with Spirits that are low or entirely lacking in some element key to one of their innates, like Air for Ocean’s Hungry Grasp and Plant for Serpent Slumbering Beneath the Island. Many more Spirits have had that sort of thing during early design, but such "potential futures" often get trimmed for complexity during development.
However, a Spirit specifically about that choice, which had one innate for each of the 8 elements? That could work. It just needed to be something that, while natural, wasn’t strongly tied to any specific elemental facet of the island. Starlight fit the bill well, while it’s a little bit pro-Moon and anti-Sun, some details of the innates let even that tile shine through.
Mechanically, I ended up pulling in various other ideas I’d had - other things one might do with Presence tracks, and what sort of Spirit might conceivably want to have more than 3 Growth choices - but those came on the scene after core seed of the idea.
(This is the second of two Spirits in Jagged Earth that a very early playtester has been hoping for for a very long time. Thanks, Jesse!)
The update for Fractured Days Split the Sky mentioned it was one of the most complex Spirits in this expansion; here's the Spirit panel for the other one. Don’t be intimidated!
Spirit Panel sneak peek
Starlight Seeks Its Form has a very high presentation-complexity due to its many choices, unfamiliar layout, and rules for Growth - but the Spirit’s actual play dynamics aren’t super-complex.
In addition to the usual 2 Energy/Plays tracks, it has 4 ultra-short Presence tracks (1 or 2 long) that open up new Growth choices. When you reach the end of such a track, you choose one of those two Growth choices to be available for the rest of the game, so you customize your Growth as you go.
There are also stars on your Presence tracks; each time you uncover one of them, you immediately set it to be an Element of your choice, using one of the new element markers - so you customize your elements as you go.
There’s one innate power per element - most of them fairly straightforward, and all of them requiring only that element. Your permanent elements and Power Card selections will determine which you can hit regularly. (Your starting Power Cards all grant Moon only, provide basic utility effects, and can turn themselves into new Power Cards in one way or another.)
These are balanced so there are a bunch of good paths - while it’s possible to make mistakes (choosing permanent elements that don’t synergize with your Power Cards, for instance), you’re not looking for a single right path, but to become something that will work in this game, in these circumstances. You don’t have total control - if you try and push in a direction that your Power Card draws don’t support, you’ll have a hard time - but there’s a lot of flexibility, narrowing further and further as the game goes on.
An interesting and powerful Spirit indeed... Check back Friday for your next Spirit Island: Jagged Earth update!