FYI, your Finder of Paths Unseen link seems to be a duplicate of the Aspect Cards link.
I’ve re-re-re-re…done all of the spirits a bunch of times, and they’re now all together in one file under a single link:
So, assuming you can remove presence in any direction from Finders of Paths Unseen, I don't think there is any point, (outside of asthetic symmetry) for there to be a connection between +1 range, air, water, earth, and the +1 energy/turn. It seems you should always hit the 3 energy per turn. Am I missing something?
No, you have it right. I have a vague recollection of talk in playtesting about removing that line and making the “+1” more clear and consistent by just making it a “4”. That being said, as the spirit is still in development, the tracks may have changed since then.
Maybe I’m missing something: If you were to take Presence off the sheet as follows (which I think you could accomplish realistically in game terms by using your Growth #3 (+2 Energy) option):
Gather 1 Dahan–>Move Presence/Sun–>3 Card Plays–>+1 Range/Air/Water/Earth–>+1 Energy/turn
You’d get to the +1 Energy/turn without ever reaching 3 Energy, right? As a matter of fact, now that I look at it, there are lots of ways to reach +1 Energy without getting to 3 Energy (or 2, for that matter).
Correct. But that would be worse for you than just taking the 3 Energy.
Ah…I see. It is a choice, but one that nobody would ever take.
And I realize we’re talking in “maybes” and “could be-s,” since the print-and-play proxy is just a playtest version, but it still makes sense in the other direction: Someone could go (ex:) straight through to 3+1 card plays, then decide they want +1 Range/Air/Water/Earth. So on the playtest version, the line still needs to be there for people who want to make the “backwards” choice towards +1 Range, even though nobody will make the “forwards” choice away from +1 Range.
But if you got up to 3+1 card plays, then you could use the line from 3 card plays to that spot in the middle...
For the Grinning Trickster, his special rule, A Real Flair for Discord, confuses me a bit. I get the first part that says, when one of your powers adds strife in a land, you can add more strife. But it also says when this rule adds strife, you may add 1 strife. So does that mean every time the rule adds strife, you can just keep on paying 1 energy to add strife over and over again?
Another question: For the trickster's second presence track, I am guessing you HAVE to push 1 dahan from one of your lands?
That ability of Trickster's says "after one of your Powers adds [Strife] in a land". A Real Flair for Discord isn't a power, so it can't trigger itself.
I thought presence track abilities were always optional, but I'm not finding that in the rulebook or FAQ.
Based off the file at the top of this thread and the kickstarter updates, the text says "When one of your powers OR this rule addes [Strife] ..."
It hasn’t really been relevant before, but Jagged Earth has many more presence track abilities. Yes, they are optional. (And this will be in the Jagged Earth rulebook.)
Bah, somehow my eyes just glossed right over that. It sure does.
So, do you think it plays as I mentioned? You can place any number of strife as long as you can pay for it and have valid targets that meet the range requirement?
That's correct, with that version, you can keep chaining the rule off itself as long as you like.
Anyone have any tips for Grinning Trickster? I played a basic game with the Trickster, Plague, and Serpent last night and won. Got unlucky and drew one of the blight cards and in return, killed a single explorer with trickster's innate. I hit the energy track until I got the 2 elements, and then got to 3 card plays. This way I could use my first innate most every turn and start using my second innate once I hit 3 card plays. I didn't plan ahead enough to effectively use the second innate this first time through.
Plague felt easier to play with and had a clean board pretty quickly. I hit 3 card plays and then uncovered energy for the rest of the game. (Wasn't trying to hit higher thresholds).
The “as long as you can pay for it” is the limiting factor there, I think. Trickster doesn’t have much energy on its tracks (the playtest/proxy version maxes out at 3), and if you keep taking the “+3 Energy” growth option, you’re going to fall behind on placing Presence/drawing cards. Now, if you play with a Spirit like River, who gives out Energy like candy, it might be a more viable option…
Any new spirits available for print-and-play yet? I've got ants in my pants!