Welcome to the game! It's a great one. There's so much depth that I'm barely scratching the surface with these videos so far, so enjoy exploring everything!
Great basic explanations of Ocean :) I do want to add that boards where ocean has presence in the ocean, the ocean counts as a coastal wetland for powers and blight. It does not say your powers, meaning that other spirits can also move invaders into the ocean for you to gobble up
I paired Ocean with River on most-reduced difficulty for my first play. After a few turns, Ocean had 18 energy banked. Your video has boosted my confidence.
It's definitely one that's up there for me. I waffled for a while on whether River or Shadows would be better for this, but decided in the end that Shadows needed the love more.
Awesome explanation of Oceans, it's been a tricky spirit for me timing when to move in to the coast and out. Really helpful strategies here and thanks for making this
Glad to help! The timing is definitely tricky. The advantage I see in this strategy is that your reclaim cycle matches up well with when you want to be on the coasts, so you have fewer awkward "I need to reclaim but I also need that coastal presence" turns.
I just found your channel. I love your reasoning behind all of your moves. If you find the time I'd really like to see a few duo spirit runs if you ever find yourself recording those. Keep up the awesome content!
Thank you, glad you're enjoying it! I've done a few multiplayer and multihanded games on the channel before, and definitely plan to do both again in the future. Any pairings you'd particularly want to see?
Just found the game. (my family is super competative, so we needed a good co-op game so we could still talk to each other afterward.) I would like to see some core spirits vs level 6 invaders (no expansion stuff). if that is something you are willing to do, I will definitely watch it. Subbing, just in case you get around to posting such. Thanks!
Heya, thank you for commenting! I'm definitely planning to do some more level 6 content, but I do have a couple videos that might interest you (although they're both using the Dahan Insurrection scenario, they are base game content only): BP 6 (4 spirits, 2 players) - ua-cam.com/video/7WGPPMzkpDI/v-deo.html England 6 (Thunderspeaker solo) - ua-cam.com/video/zyzJQmCBc-o/v-deo.html I'm currently entertaining the idea of trying to play each of the digital spirits against each of the adversaries, but was thinking I would include Branch & Claw in most of the games. I might try to do a few without it if that's something you'd find interesting!
@@kalennoreth Thanks for the response! I am certainly interested in more core games. I'm sure I will work my way up to the expansions, but right now getting all the core spirits out of level zero is my goal. :)
I played Ocean for first time today in a Solo game as the only spirit and ended the game with 9 Presence in the ocean haha. I dunno if that's usual or if I just did something very wrong.
Sounds like, instead of adding Presence so quickly (did you use the +2 Growth a lot?), you could have gotten more value from your other options (new cards, range via Presence movement, energy) :)
@@scribs2082 Yeah that was probably it. I felt like I had to get my Presence out to uncover the elements and also play more cards to try and be able to get enough elements to drown more buildings I guess?
@@kalennoreth I suppose between putting out two Presence to uncover my track and reclaiming my cards to play them again, yeah I couldn't seem to find the time to do the 3rd option and probably only did it 2 times. In the end I managed to deal with a far away city only because of the fact that I got the one card that lets you add a presence to a land you otherwise wouldn't be able to (I hope I used it right), I mostly had the coastal lands and the other far land in check luckily enough for most of the game
Wow !! Amazing strategy for all Spirits of "base box" Could you make a video with Basic Strategy for the spirits of the expansion "Branch & Claw"? Thank's Bro
Played it last night in a 4p game. It can be so effective at taking out anything without having to be concerned about dmg. Just shove into the Ocean or drown them. Gobble it up! The Inland is def a problem but with enough energy you can get some Minor/Major nukes with enough range to make up for those.
Did your teammates mostly focus on their own boards, or eventually help with your inlands some? Ocean can definitely handle themselves, but trading lands is so nice when it works out.
@@kalennoreth I played with two new players and my wife was the other veteran player. I can't say it was a good gauge of a good use of Ocean's but from what transpired I did eventually need my wife's Green Rampant to come use her defensive capabilities to protect my inlands until I had some major/minor powers with sufficient range.
Great video! I'm curious how the second turn would be adapted to a larger player count as it is harder to reliably earn an energy from drowning in a 4 player game
In larger player count games, I usually won't play Ocean unless there are 1-2 good controllers in the game to help feed me. If those spirits are present, I find that the second turn usually has enough energy to stick with this growth pattern, and I don't usually deviate until I've hit 4 card plays. In one of my other videos (ua-cam.com/video/7WGPPMzkpDI/v-deo.html) we teamed up Ocean with River, Shadows, and Green; energy wasn't really a problem for Ocean until pretty much the end of the game, at which point I started growing from top track with growth 2. To do the math, in a 4-player game, turn one should let you drown 2 explorers (Call of the Deeps), 2 towns (Ocean Breaks the Shore and Tidal Boon), and hopefully a teammate can feed you one more town to get you to 2 energy for turn 2. This should be enough to get you to your first reclaim on turn 3 if you stick to the minor deck, and if you can get 5-6+ invader health on turn 2 (Swallow the Land Dwellers + Ocean Breaks the Shore + teammates) you'll probably still be in good shape after the reclaim.
Normally I priorities the top growth track until I've got at least his 1st water element (although I always go for the 2 card plays turn one). Then I'd go for three card plays, then go back to the top track.
I think this makes a lot of sense, especially in multiplayer, where energy is sometimes a lot tighter. I will stand by the bottom track rush as being a lot of fun in 1-2 player games though!
@@kalennoreth yeah, I'm normally playing in a 3 or 4 player game. But to be fair, I do priorities the bottom track more the less players due to the higher amount of energy you can generate. It just makes playing 3 or 4 cards becomes economicly. While in a 3 player game it's harder to generate the energy, so I priorities the top track as it means I can really on the elements it gives me for his inates
This all "Basic Strategy" series is fantastic. Incredibly well explained and so helpful. Thank you!
Thank you for the kind words, I really appreciate it!
I just started getting into Spirit Island recently. Watching these videos is both super informative and kinda awe-inspiring.
Welcome to the game! It's a great one. There's so much depth that I'm barely scratching the surface with these videos so far, so enjoy exploring everything!
I'll comment on every one of these videos. I love them. You make us understand the game so easily. I won most of my games after watching your videos.
Great basic explanations of Ocean :)
I do want to add that boards where ocean has presence in the ocean, the ocean counts as a coastal wetland for powers and blight.
It does not say your powers, meaning that other spirits can also move invaders into the ocean for you to gobble up
Absolutely! Very important for Ocean in multiplayer to get food from your teammates. Makes for fun combos with River, Shadows, and others!
I paired Ocean with River on most-reduced difficulty for my first play. After a few turns, Ocean had 18 energy banked. Your video has boosted my confidence.
Wonderful to hear! Hope you got to sling some big majors with that bank!
Ah yes my favorite pairing in the game. What a beautiful sight. GG Kalen! Keep up the good work!
It's definitely one that's up there for me. I waffled for a while on whether River or Shadows would be better for this, but decided in the end that Shadows needed the love more.
Awesome explanation of Oceans, it's been a tricky spirit for me timing when to move in to the coast and out. Really helpful strategies here and thanks for making this
Glad to help! The timing is definitely tricky. The advantage I see in this strategy is that your reclaim cycle matches up well with when you want to be on the coasts, so you have fewer awkward "I need to reclaim but I also need that coastal presence" turns.
I just found your channel. I love your reasoning behind all of your moves. If you find the time I'd really like to see a few duo spirit runs if you ever find yourself recording those. Keep up the awesome content!
Thank you, glad you're enjoying it! I've done a few multiplayer and multihanded games on the channel before, and definitely plan to do both again in the future. Any pairings you'd particularly want to see?
It's like taking a course. And I love it!
We're all just trying to get better together! Glad you're enjoying the videos!
Just found the game. (my family is super competative, so we needed a good co-op game so we could still talk to each other afterward.)
I would like to see some core spirits vs level 6 invaders (no expansion stuff).
if that is something you are willing to do, I will definitely watch it.
Subbing, just in case you get around to posting such.
Thanks!
Heya, thank you for commenting! I'm definitely planning to do some more level 6 content, but I do have a couple videos that might interest you (although they're both using the Dahan Insurrection scenario, they are base game content only):
BP 6 (4 spirits, 2 players) - ua-cam.com/video/7WGPPMzkpDI/v-deo.html
England 6 (Thunderspeaker solo) - ua-cam.com/video/zyzJQmCBc-o/v-deo.html
I'm currently entertaining the idea of trying to play each of the digital spirits against each of the adversaries, but was thinking I would include Branch & Claw in most of the games. I might try to do a few without it if that's something you'd find interesting!
@@kalennoreth Thanks for the response!
I am certainly interested in more core games. I'm sure I will work my way up to the expansions, but right now getting all the core spirits out of level zero is my goal. :)
I played Ocean for first time today in a Solo game as the only spirit and ended the game with 9 Presence in the ocean haha. I dunno if that's usual or if I just did something very wrong.
Sounds like, instead of adding Presence so quickly (did you use the +2 Growth a lot?), you could have gotten more value from your other options (new cards, range via Presence movement, energy) :)
Yeah, that sounds like taking growths 1 and 2 a bit too much. Were you struggling to find time to take growth 3?
@@scribs2082 Yeah that was probably it. I felt like I had to get my Presence out to uncover the elements and also play more cards to try and be able to get enough elements to drown more buildings I guess?
@@kalennoreth I suppose between putting out two Presence to uncover my track and reclaiming my cards to play them again, yeah I couldn't seem to find the time to do the 3rd option and probably only did it 2 times. In the end I managed to deal with a far away city only because of the fact that I got the one card that lets you add a presence to a land you otherwise wouldn't be able to (I hope I used it right), I mostly had the coastal lands and the other far land in check luckily enough for most of the game
Wow !! Amazing strategy for all Spirits of "base box"
Could you make a video with Basic Strategy for the spirits of the expansion "Branch & Claw"?
Thank's Bro
I am still hoping to! Life has gotten in the way recently, so I've been slowing down, but PP1 and B&C should be coming sometime soon.
Played it last night in a 4p game. It can be so effective at taking out anything without having to be concerned about dmg. Just shove into the Ocean or drown them. Gobble it up! The Inland is def a problem but with enough energy you can get some Minor/Major nukes with enough range to make up for those.
Did your teammates mostly focus on their own boards, or eventually help with your inlands some? Ocean can definitely handle themselves, but trading lands is so nice when it works out.
@@kalennoreth I played with two new players and my wife was the other veteran player. I can't say it was a good gauge of a good use of Ocean's but from what transpired I did eventually need my wife's Green Rampant to come use her defensive capabilities to protect my inlands until I had some major/minor powers with sufficient range.
Great video! I'm curious how the second turn would be adapted to a larger player count as it is harder to reliably earn an energy from drowning in a 4 player game
In larger player count games, I usually won't play Ocean unless there are 1-2 good controllers in the game to help feed me. If those spirits are present, I find that the second turn usually has enough energy to stick with this growth pattern, and I don't usually deviate until I've hit 4 card plays. In one of my other videos (ua-cam.com/video/7WGPPMzkpDI/v-deo.html) we teamed up Ocean with River, Shadows, and Green; energy wasn't really a problem for Ocean until pretty much the end of the game, at which point I started growing from top track with growth 2.
To do the math, in a 4-player game, turn one should let you drown 2 explorers (Call of the Deeps), 2 towns (Ocean Breaks the Shore and Tidal Boon), and hopefully a teammate can feed you one more town to get you to 2 energy for turn 2. This should be enough to get you to your first reclaim on turn 3 if you stick to the minor deck, and if you can get 5-6+ invader health on turn 2 (Swallow the Land Dwellers + Ocean Breaks the Shore + teammates) you'll probably still be in good shape after the reclaim.
Normally I priorities the top growth track until I've got at least his 1st water element (although I always go for the 2 card plays turn one). Then I'd go for three card plays, then go back to the top track.
I think this makes a lot of sense, especially in multiplayer, where energy is sometimes a lot tighter. I will stand by the bottom track rush as being a lot of fun in 1-2 player games though!
@@kalennoreth yeah, I'm normally playing in a 3 or 4 player game.
But to be fair, I do priorities the bottom track more the less players due to the higher amount of energy you can generate. It just makes playing 3 or 4 cards becomes economicly. While in a 3 player game it's harder to generate the energy, so I priorities the top track as it means I can really on the elements it gives me for his inates
@@kalennoreth I might now try a game where I put more emphasise on the bottom track, get up to 3 card plays and just go for low energy minor powers