Results in Scenarios

Scenario Diffi­culty Com­pleted Blight Flip Rate Average Score Win Rate Win Model Differ­ential Model (Diff≥10)
Dahan Insurrection 4 1 100.0% 26.0 0.0% -0.468 -0.4484 -0.194
Despicable Theft 2 1 100.0% 28.0 100.0% 0.02 0.5327 0.0
Elemental Invocation 1 1 0.0% 0.0 0.0% -0.325 0.374 0.0
Guard the Isle's Heart 0 11 18.18% 39.18 81.82% -0.023 0.0181 -0.158

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 3 40.67 33.33% -0.552 1.178 -0.027
Aid From Lesser Spirits 1 60.0 100.0% 0.141 1.7166 0.0
All Things Weaken 1 25.0 0.0% -0.54 1.3378 -0.461
Attenuated Essence 4 34.25 75.0% -0.153 0.7011 0.0
Back Against the Wall 7 48.57 85.71% 0.276 1.913 0.039
Blight Corrodes the Spirit 9 27.78 33.33% -0.976 0.4721 -0.347
Burn Brightest Before the End 5 28.8 60.0% -0.432 0.5768 0.0
Disintegrating Ecosystem 6 34.83 50.0% -0.702 1.1409 0.506
Downward Spiral 6 29.83 66.67% -0.615 1.083 -0.149
Erosion of Will 2 47.0 50.0% -0.152 1.7482 0.103
Intensifying Exploitation 6 36.5 83.33% 0.205 1.0936 0.176
Invaders Find the Land to Their Liking 1 28.0 100.0% 0.184 0.6845 0.0
Memory Fades to Dust 6 38.5 66.67% -0.164 1.7124 0.494
Promising Farmlands 8 31.38 100.0% 0.615 2.491 0.0
Shattered Fragments of Power 5 29.2 60.0% -0.258 0.8972 -0.477
Slow Dissolution of Will 6 30.0 33.33% -0.979 0.4917 -0.342
Strong Earth Shatters Slowly 2 27.5 100.0% 0.326 0.5364 0.0
The Border of Life and Death 1 52.0 100.0% 0.159 -0.1012 0.0
Thriving Communities 5 29.6 60.0% -0.275 1.5956 -0.292
Thriving Crops 1 21.0 0.0% -0.564 0.391 0.0
Unnatural Proliferation 1 25.0 0.0% -0.426 1.328 0.0
Untended Land Crumbles 5 30.0 60.0% -0.248 1.566 -0.215

Results using Boards

Board Com­pleted Blight Flip Rate Average Score Win Rate Win Model Differ­ential Model (Diff≥10)
A 69 30.43% 28.41 81.16% 0.005 0.7822 -0.395
B 67 32.84% 28.0 74.63% -0.109 0.5939 0.099
C 69 24.64% 33.06 81.16% 0.131 0.6588 0.939
D 42 26.19% 24.71 66.67% -0.597 0.1374 -0.292
E 77 35.06% 35.74 84.42% 0.499 1.0827 0.323
F 49 32.65% 32.08 79.59% -0.717 -0.0099 -0.211
G 31 35.48% 33.1 80.65% 0.372 1.0137 -0.22
H 63 33.33% 32.83 80.95% 0.354 0.999 0.102
East 4 0.0% 51.5 100.0% 0.0 0.5917 0.0
Northeast 3 0.0% 56.0 100.0% 0.144 0.8212 0.0
Northwest 2 0.0% 65.0 100.0% 0.0 0.4377 0.0
Southeast 3 0.0% 56.0 100.0% 0.147 0.8102 0.0
Southwest 6 16.67% 45.17 83.33% 0.255 1.4262 -0.158
West 7 28.57% 42.43 71.43% -0.468 0.3494 -0.194

Results Using Options

Option Com­pleted Blight Flip Rate Average Score Win Rate Win Model Differ­ential Model (Diff≥10)
Skip Initial Invader Actions 4 25.0% 24.75 75.0% 0.083 -0.9757 0.0
Start of Game Growth 6 16.67% 38.17 83.33% 0.274 -0.1486 0.0
Unlimited Undo 26 34.62% 37.65 76.92% -0.004 -0.4197 1.184
Using Tokens but Not Events 21 19.05% 25.71 95.24% 0.787 0.903 0.0

Results With Allies

Unique Power Cards

Power Card Kept
Prey on the Builders 93.02%
Teeth Gleam from Darkness 96.83%
Terrifying Chase 79.68%
Too Near the Jungle 96.19%

Terror Level

Terror Level Completed Average Score Win Rate
I 67 22.63 26.87%
II 129 31.12 84.5%
III 95 34.7 96.84%
IV 12 37.97 100.0%

Results

Result Completed
Win: Invaders destroyed (Terror I) 18
Win: Invaders destroyed (Terror III) 92
Win: Invaders destroyed (Terror II) 109
Win: Terror victory (Terror IV) 12
Game abandoned (v.3.0+) 44
Lose: Invader deck ran out 0
Lose: Adversary condition 11
Win: Sacrifice victory 0
Lose: Scenario condition 0
Win: Scenario condition 0
Lose: Blight pool ran out 16
Lose: Spirit destroyed 1

Number of Players

Score Model: 0.545 Win Model: -0.007
Num. Completed Blight Flip Rate Average Score Win Rate
1 190 29.47% 27.69 71.05%
2 67 31.34% 34.03 80.6%
3 31 25.81% 32.42 96.77%
4 10 50.0% 39.9 90.0%
5 2 50.0% 32.0 50.0%
6 3 0.0% 43.33 66.67%

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)