Spirits

Adversaries

Scenarios

Layouts

Boards

Board Com­pleted Blight Flip Rate Average Score Score Model Win Rate Win Model Model (Diff≥10)
A 1032126 42.95% 26.9 -0.694 64.29% -1.149 -1.117
B 1041794 42.55% 28.09 -0.232 65.69% -1.068 -1.011
C 1193580 42.24% 28.41 0.24 67.55% -0.919 -0.892
D 962395 42.61% 27.37 -0.465 65.61% -1.063 -1.105
E 489277 42.66% 31.08 0.595 65.63% -0.954 -0.937
F 545561 42.03% 30.25 0.2 67.06% -1.003 -1.008
G 484300 42.44% 29.98 0.318 67.04% -0.969 -0.999
H 499909 40.99% 30.76 0.647 68.15% -0.958 -0.943
East 152318 40.82% 36.04 1.107 59.66% -1.004 -1.261
Northeast 89008 39.13% 37.06 1.052 60.59% -0.868 -1.264
Northwest 68694 37.73% 36.11 0.969 60.95% -0.842 -1.382
Southeast 30631 35.39% 31.61 -1.294 58.82% -1.057 -1.648
Southwest 28563 37.6% 28.14 -3.287 53.9% -1.388 -1.871
West 129576 41.15% 34.3 -0.162 58.08% -1.213 -1.307

Options

Option Com­pleted Blight Flip Rate Average Score Score Model Win Rate Win Model Model (Diff≥10)
No Blight Card 377778 0.0% 15.85 -3.666 57.8% -0.781 -0.623
Not Using Events or Tokens 1010231 42.6% 19.58 -2.849 61.67% -0.322 -0.477
Skip Initial Invader Actions 128198 14.21% 37.48 4.195 83.27% 0.641 0.125
Start of Game Growth 189855 17.75% 36.78 3.897 81.26% 0.579 0.488
Unlimited Undo 459123 35.42% 31.44 1.189 72.34% 0.212 0.523
Using Tokens but Not Events 482583 30.87% 27.45 -0.464 73.88% 0.083 -0.206

Blight Cards

Blight Card Com­pleted Average Score Score Model Win Rate Win Model Model (Diff≥10)
A Pall Upon the Land 126090 30.21 1.558 51.01% -0.176 -0.309
Aid From Lesser Spirits 101241 32.79 3.507 55.55% 0.104 -0.003
All Things Weaken 84765 29.43 1.163 47.89% -0.229 -0.36
Attenuated Essence 21437 28.93 1.778 48.12% -0.035 -0.344
Back Against the Wall 97697 31.19 2.669 52.42% 0.022 -0.154
Blight Corrodes the Spirit 21515 27.71 1.316 44.99% -0.105 -0.466
Burn Brightest Before the End 15289 30.32 2.214 47.73% -0.14 -0.34
Disintegrating Ecosystem 121445 27.17 -0.345 47.33% -0.359 -0.467
Downward Spiral 303113 23.92 -0.007 53.28% -0.083 -0.232
Erosion of Will 124670 29.05 0.895 48.32% -0.254 -0.459
Intensifying Exploitation 21838 26.41 0.436 43.59% -0.257 -0.505
Invaders Find the Land to Their Liking 32614 35.07 2.715 74.33% 0.403 0.32
Memory Fades to Dust 304261 23.44 -0.447 49.68% -0.279 -0.356
Power Corrodes the Spirit 83677 29.18 0.407 50.37% -0.272 -0.38
Promising Farmlands 122600 27.89 0.456 47.78% -0.293 -0.514
Shattered Fragments of Power 15426 30.53 2.045 47.89% -0.135 -0.3
Slow Dissolution of Will 21328 26.9 0.883 40.55% -0.362 -0.633
Strong Earth Shatters Slowly 21429 35.56 2.644 78.28% 0.56 0.551
The Border of Life and Death 5638 30.55 2.655 62.75% 0.366 0.032
Thriving Communities 83278 28.43 0.337 48.34% -0.318 -0.38
Thriving Crops 9518 28.81 1.263 55.02% 0.123 -0.228
Tipping Point 30969 28.14 -9.232 49.03% -1.273 -0.453
Unnatural Proliferation 87188 30.96 2.48 50.05% -0.09 -0.29
Untended Land Crumbles 83608 28.66 0.543 48.62% -0.268 -0.425

Difficulty

Number of Players

Score Model: 0.19 Win Model: 0.66
Number Completed Average Score Win Rate
1 3591126 28.04 64.13%
2 820641 28.8 66.76%
3 227836 31.15 70.29%
4 137210 33.5 70.72%
5 5563 29.21 68.13%
6 18920 30.93 60.53%

Wave (in Second Wave Scenario)

Score Model: 0.13 Win Model: 0.09

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 14 days are included in the model. All models omit the user with ID starting with 83fcac33, for extreme outlying behavior.

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 14 days are included in the model.

Model (Diff ≥10)

Same as Win Model, but instead counts all games of difficulty 10 or higher, for the last 90 days.

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.

Difficulty

Difficulty is calculated treating England 6 as difficulty 11, "Start of Game Growth" as -1, and "Skip Initial Invader Actions" as -2. Use of the Thematic island is +1 difficulty if tokens are used, +3 if they are not used. Scenarios with variable difficulty use the average or "assumed" value.

Difficulty Model

Logistic regression coefficient, only looking at games involving this Spirit, using difficulty to predict win likelihood. The lower the value, the worse this Spirit is affected by high difficulty.

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: 2026-10-09 13:08:08 (Pacific Time)