Results in Scenarios

Scenario Diffi­culty Com­pleted Blight Flip Rate Average Score Win Rate Win Model Differ­ential Model (Diff≥10)
A Diversity of Spirits 0 1 0.0% 36.0 100.0% 0.096 -0.3511 0.0
Blitz 0 8 37.5% 46.38 87.5% 0.488 0.9443 0.013
Despicable Theft 2 3 100.0% 24.67 33.33% -0.418 0.0944 0.0
Guard the Isle's Heart 0 60 13.33% 36.68 65.0% -0.455 -0.4139 -0.629
Rituals of Terror 3 1 0.0% 38.0 100.0% 0.126 -0.1614 0.0
Second Wave 0 2 50.0% 25.0 50.0% -0.406 0.056 0.0
The Great River 3 1 0.0% 0.0 0.0% -0.584 1.1822 0.0
Varied Terrains 2 1 100.0% 12.0 0.0% -0.71 0.1184 0.0

Results using Layouts

Results using Blight Cards

Blight Card Com­pleted Average Score Win Rate Win Model Differ­ential Model (Diff≥10)
A Pall Upon the Land 21 40.48 71.43% 0.526 2.2568 0.397
Aid From Lesser Spirits 23 34.96 65.22% -0.276 1.2997 0.318
All Things Weaken 30 27.07 46.67% -0.961 0.9171 -0.722
Attenuated Essence 32 36.94 75.0% 0.243 1.0973 0.108
Back Against the Wall 26 40.15 73.08% 0.017 1.6535 -0.147
Blight Corrodes the Spirit 22 35.27 50.0% -0.667 0.7814 -0.155
Burn Brightest Before the End 26 30.81 50.0% -1.192 -0.1839 -0.558
Disintegrating Ecosystem 38 29.32 68.42% -0.229 1.6142 -0.122
Downward Spiral 30 36.1 70.0% 0.25 1.9484 0.585
Erosion of Will 22 28.41 45.45% -0.894 1.0058 -0.163
Intensifying Exploitation 25 37.8 60.0% -0.147 0.7419 0.248
Invaders Find the Land to Their Liking 12 30.5 75.0% -0.135 0.3656 0.266
Memory Fades to Dust 18 33.28 50.0% -1.005 0.8713 -0.537
Power Corrodes the Spirit 26 35.23 61.54% -0.123 1.5816 -0.19
Promising Farmlands 24 32.42 50.0% -0.807 1.0685 -0.469
Shattered Fragments of Power 26 33.85 65.38% -0.628 0.5279 0.093
Slow Dissolution of Will 19 42.89 73.68% 0.074 1.5453 0.172
Strong Earth Shatters Slowly 6 32.17 83.33% 0.415 0.625 0.233
The Border of Life and Death 8 29.13 87.5% 0.305 0.0445 0.492
Thriving Communities 24 43.08 66.67% 0.126 1.9966 0.092
Thriving Crops 17 37.41 76.47% -0.059 0.8962 0.439
Unnatural Proliferation 29 38.76 65.52% -0.121 1.6327 -0.446
Untended Land Crumbles 25 33.88 60.0% -0.036 1.7788 -0.191

Results using Boards

Board Com­pleted Blight Flip Rate Average Score Win Rate Win Model Differ­ential Model (Diff≥10)
A 368 29.12% 32.13 81.79% 0.306 1.083 0.53
B 334 37.16% 33.42 76.65% 0.393 1.0967 0.035
C 353 28.41% 32.18 74.79% 0.041 0.5684 -0.036
D 250 28.51% 30.95 71.6% -0.071 0.6641 -0.124
E 273 34.2% 33.41 76.19% 0.078 0.6622 0.428
F 219 36.74% 32.24 71.69% -0.297 0.4106 -0.289
G 198 31.82% 31.17 75.76% 0.001 0.6431 -0.304
H 220 32.88% 33.56 75.45% 0.012 0.6568 -0.024
East 13 11.11% 27.0 53.85% 0.425 1.0165 0.0
Northeast 10 16.67% 24.7 50.0% -0.158 0.5189 0.0
Northwest 8 25.0% 26.75 50.0% 0.516 0.9536 0.0
Southeast 7 0.0% 18.57 28.57% 0.0 0.6635 0.0
Southwest 26 22.73% 19.69 30.77% -0.7 0.4717 -0.208
West 29 24.0% 21.55 37.93% -0.5 0.3176 0.0

Results Using Options

Option Com­pleted Blight Flip Rate Average Score Win Rate Win Model Differ­ential Model (Diff≥10)
No Blight Card 17 0.0% 14.88 58.82% -0.625 1.45 0.0
Skip Initial Invader Actions 37 8.11% 41.97 89.19% 0.719 -0.3398 0.013
Start of Game Growth 50 13.33% 38.08 82.0% -0.154 -0.5757 0.013
Unlimited Undo 157 30.07% 36.69 81.53% 0.325 -0.0906 0.437
Using Tokens but Not Events 163 15.75% 26.17 80.37% -0.026 0.0898 0.556

Results With Allies

Unique Power Cards

Power Card Kept

Terror Level

Terror Level Completed Average Score Win Rate
I 338 22.63 23.37%
II 769 31.12 84.4%
III 500 34.7 91.4%
IV 90 37.97 100.0%

Results

Result Completed
Win: Invaders destroyed (Terror I) 79
Win: Invaders destroyed (Terror III) 455
Win: Invaders destroyed (Terror II) 647
Win: Terror victory (Terror IV) 89
Game abandoned (v.3.0+) 225
Lose: Invader deck ran out 9
Lose: Adversary condition 67
Win: Sacrifice victory 5
Lose: Scenario condition 9
Win: Scenario condition 0
Lose: Blight pool ran out 109
Lose: Spirit destroyed 3

Number of Players

Score Model: -0.015 Win Model: -0.114
Num. Completed Blight Flip Rate Average Score Win Rate
1 1301 31.32% 32.06 75.17%
2 264 30.5% 31.91 73.86%
3 94 34.04% 34.46 81.91%
4 22 50.0% 36.68 86.36%
5 6 16.67% 21.5 33.33%
6 10 16.67% 20.7 40.0%

Notes

Win Model

Logistic regression coefficient using all independent variables as predictors, and whether the game was won or not as the outcome. Higher values indicate greater likelihood of winning when present in the game. For continuous variables (e.g. number of players), this number is per unit. Only games completed within the last 30 days are included in the model. Exception: For Difficulty, the Win Model is a separate model, using only difficulty as a predictor.

Score Model

Ridge regression coefficient using all independent variables as predictors, and the score as the outcome. This corresponds 1:1 with score, e.g. a coefficient of +1 means a predicted score 1 higher than average. Ridge regression is used instead of standard linear regression because of high multicollinearity. Only games completed within the last 30 days are included in the model. Exception: For Difficulty, the Score Model is a separate model, using only difficulty as a predictor.

Differential

The difference between the logistic regression coefficient for this item using this Spirit, as compared to using this item in general. A negative number means that this Spirit underperforms using this item, and a positive number means that it overperforms.

Model (Diff ≥10)

Same as Win Model, but instead counts all games of difficulty 10 or higher, for all time.

Layouts

Diagrams of the layouts are on the main page. Data collected before v.2.7.1 (May 2, 2025) use the end game state, even if the island layout changed due to powers like Cast Down Into the Briny Deep. Data collected from v.2.7.1 onward uses the layout as it was at setup.

Boards

All stats other than the Models include all times this spirit and that board appeared in the same game together. The Models count only games in which this spirit started on that board.

Power Cards

Power card stats include the average difficulty level, average score, and win percentage when the card is owned by the player at the end of the game. "Discarded" is how often the card is in the discard pile, which could be by having not been chosen or by being forgotten, and not shuffled back in.

Data last updated: 2025-11-07 12:49:13 (Pacific Time)