I am extremely satisfied with the base game. I think it's incredibly well designed and has a ton to offer gameplay wise. I have not even touched scenarios but when I got into adversaries and the adjustable difficulty levels I really felt that there is more content than I'll be able to get to for a while.
So when Paul reminded me there was an expansion I had almost completely forgot about it. It's a fairly small box so I'm thinking it's a few new power cards and some new spirits who introduce some new mechanics. Woooooo boy I was wrong.
For such a small box, the expansion single handedly morphs what was an exceptional game into what may be someday considered an all-time great.
Events: One of the small gripes you could have with the base game was that the core invader mechanic is more or less predictable. Sure you don't know which invader cards were removed, but as you progress in the stages you can make good guesses as to where you need to be next. Enter the Event deck. This injects a wonderfully needed element of surprise and randomness while offering player choices and effects that drastically change the game plan. And what's more is that in true Arkham Horror style, the event deck is massive with no duplicate events, ensuring that you'll only ever see a small fraction of the deck in any given game. In a game with already sizable replay value, the event deck alone adds a few magnitudes of value on top.
More Blight/Healthy land choices!: the base game only comes with two choices for your blight card. This expansion turns two choices into an entire deck of its own to randomize and pick 1 from. A much needed addition and not one to overlook.
New adversary: France. Even at level 2 where I have been playing the other invaders, France immediately distinguishes itself as a great challenge. Double explorers are bad enough, but the extra loss condition of limited towns will keep you on the edge. Spirits that can reliably dish out 2 damage will be a boon to both the town count and the explorer influx.
New Spirirs!
Fang: speaking of dealing 2 damage reliably, Fang can fit that bill. Fang opperates entirely around the new beast tokens. There isn't a great deal of ways to add beasts outside of a starting card and events, so you want to be very careful when turning your own presence into beasts as it can get you in trouble. Fang is a fantastic early game spirit who can keep areas around it in check but struggles massively in the late game as it has very limited options when trying to influence lands with blight. You will need to pick up blight removal at some point for sure. You might also find that where it is really strong protecting areas around jungles, if late game problem areas are not near those jungles you might struggle a bit as well. Leverage the early game power you have to make the transition easier into mid-late game and pick up major powers with reach but that don't require sacred sites.
Keeper: the description says that Keeper is a slow moving wall, and after I got the hang of what this spirit wants to do, I'd agree with that sentiment. Keeper is a mid-late game ramp who excels around spreading Wild (the new token which prevents explore actions) and creating an branching spread of sacred sites. The sacred sites become important as he has an innate damage bomb that relies on having multiple sacred sites in and around your target. Control Is the name of the game in the early-mid game as you spread and keep colonies in check until you have the energy and presence needed to bomb them out. As with Fang though, blighted areas are a massive problem in the late game as blight will prevent you from using most of your better damage and control powers as well as not being able to add presence cheaply.
After a trial game where France stomped me, I was able to secure a level 2 France win with Keeper and Fang during the first part of stage 3 with a Fear2 win condition. And it wasn't easy. One board was completely clear of invaders for a while, but there were two sand based colonies surrounded by blight that were near impossible to touch. With blighted land card destroying our precence every round we had to get lucky drawing major powers that would cause damage with the reach we needed. Luckily we got some blight removal instead and with walls of Wilds buying us time we finally manage to get the damage we needed before our defenses were broken through by the 3rd stage onslaught (we had a double stage 3 explore coming our way next turn, so digging for fast powers was a must). And not for nothing, but the final town was destroyed by the slave rebellion (special event card for France Adversary) so we might have also gotten lucky too!
This expansion isn't a must have for Spirit Island nessesarily. The base game is just too deep on its own to consider that. But the honest truth is that after adding the expansion, I can't help but feel that this was the way Spirit Island was always meant to be experienced.
Spirit Island is truely one of the best designed and enjoyable games Iv experienced in a while.