Spirit Island board game box art

The 5 Best Board Games Like Spirit Island

As an Amazon Associate we may earn a commission from qualifying purchases made through links on this page.

The best board game like Spirit Island is Aeon’s End — it is the only game on this list that keeps both halves of what makes Spirit Island special: players with genuinely different powers, and a threat that escalates on a schedule you can see coming. If what you loved was the feeling of solving a turn rather than surviving it, go to Gloomhaven: Jaws of the Lion instead. And if the honest problem is that Spirit Island is wonderful but never leaves the shelf, the answer almost nobody gives you is Horizons of Spirit Island. Below, five games ranked by how much of Spirit Island they actually preserve, each with a plain note on who should skip it.

Spirit Island is four things at once. Work out which one you loved.

Ask this question anywhere and you will get the same two answers within a minute: Gloomhaven and Pandemic Legacy. Both are usually wrong, and they are wrong in the same way — they swap out the part of Spirit Island that people are actually attached to and replace it with story. Spirit Island is not really a story game. It is a low-luck combinatorial puzzle wearing a cooperative game’s clothes. There are no dice. Almost nothing is hidden. You look at a board that is going to get measurably worse on a published schedule, and you find the sequence of plays that stops it.

Underneath that, Spirit Island is doing four separate things, and most people who love it love one or two of them rather than all four:

  • Asymmetry that is actually asymmetric. Two spirits at the same table are not playing the same game with different colors. They have different power decks, different growth patterns, and different jobs. River Surges in Sunlight and Lightning’s Swift Strike do not think alike.
  • An escalating clock you can read. The Invaders explore, build, and ravage in a fixed, visible order. The pressure is structural, not random — which is exactly why it feels solvable rather than unfair.
  • The combinatorial turn. Near-perfect information means the “aha” is earned, not lucky. It is also why quarterbacking is the game’s real failure mode: one player can compute everyone’s turn.
  • The theme reversal. You are the land, and you win by making colonizers leave. Very few games have ever pointed themselves in that direction.

That is the diagnosis this list runs on. Nothing below gives you all four — we will be honest about that at the end — so pick the game that keeps the hook that was yours. This is deliberately a narrower list than our roundup of the best cooperative board games, which spans everything from family-weight to brutal, and it is a different question from our games like Pandemic guide, where the ask is usually “something easier,” not “something as demanding.”

GamePlayersPlay timeAgeWhich Spirit Island hook it keepsBest for
1. Aeon’s End1–460 min14+Asymmetry + escalating threatthe closest different game
2. Gloomhaven: Jaws of the Lion1–41–2 hrs14+The combinatorial turnplayers who loved solving the turn
3. Marvel Champions1–4~60 min14+Asymmetry, self-builtbuilding your “spirit” yourself
4. Too Many Bones1–460–90 min14+Escalating campaign pressuretrading certainty for swing
5. Horizons of Spirit Island1–3100 min12+All four, at smaller scalethe table that never plays it
Player counts, play times and age ratings as listed by each game’s publisher.

1. Aeon’s End — the closest thing to a different Spirit Island

Aeon's End board game box art
Image: Indie Boards and Cards

1–4 players · 60 minutes · ages 14+ · designed by Kevin Riley, published by Indie Boards and Cards

Aeon’s End is a cooperative deck-builder in which the last survivors of humanity defend an underground city called Gravehold from a Nemesis that attacks in waves. Each player is a breach mage with a unique starting deck, unique ability, and unique breaches to open, and the Nemesis has its own deck that gets nastier as the game runs. That is the Spirit Island shape almost exactly: different players doing different jobs against a threat that escalates on its own schedule rather than in reaction to you.

The thing Aeon’s End does that no other deck-builder does — and the reason it belongs at the top of this list — is that you never shuffle your discard pile. When your deck runs out, you flip the discard over in the exact order you built it. So the game is not “buy good cards.” It is “stack your next two turns in the right order right now.” That is a planning puzzle, not a luck engine, and it will feel deeply familiar to anyone who has spent twenty minutes working out whether to push Defend before Growth.

Be honest about the trade, though. Aeon’s End adds a genuinely random element Spirit Island does not have: turn order is drawn from a shuffled deck, so you might take two turns in a row or watch the Nemesis take two. Some Spirit Island players find that thrilling; a few find it heretical. It is the price of admission here, and it is deliberate — it is what makes a 60-minute game feel dangerous.

Who should skip it: anyone whose favorite thing about Spirit Island is that nothing is left to chance. If a random turn order would make you feel robbed rather than pressured, skip this and go straight to Jaws of the Lion. Also skip it if you disliked deck management as a concept — this is a deck-builder first and a co-op second.

2. Gloomhaven: Jaws of the Lion — for the people who loved solving the turn

Gloomhaven Jaws of the Lion board game box art
Image: Cephalofair Games

1–4 players · 1–2 hours · ages 14+ · published by Cephalofair Games · publisher complexity rating: medium

This is the pick for the reader whose favorite Spirit Island moment is the one where the board looks lost, and then somebody notices the order of operations that saves it. Jaws of the Lion is a fully standalone tactical campaign for four new mercenaries, built as the deliberately friendlier entry point into the Gloomhaven system — it teaches itself through a scenario book you play on, and the setup burden that scares people away from full Gloomhaven is mostly gone.

The reason it belongs on a Spirit Island list is the card system. Each turn you commit two cards from a limited hand, using the top of one and the bottom of the other, and your hand is also your life clock: burn cards for big effects and you shorten the scenario you can survive. That is a closed, computable puzzle with a countdown attached, and it produces exactly the same species of silence around the table. Character asymmetry is real, too — the four mercenaries do not overlap much.

What it does not keep is the strategic scale. Spirit Island asks you to manage an island; Jaws of the Lion asks you to manage a room. If the thing you love is the wide-angle board state, this will feel small. If the thing you love is the turn itself, it will feel like coming home. We compare it against its bigger siblings in our games like Gloomhaven roundup, and it also sits near the top of our best campaign board games list.

Who should skip it: anyone who wants a game that finishes. This is a campaign — it wants a committed group over many sessions, and a scenario you lose is a scenario you replay. Skip it if your table’s reality is one unpredictable game night a month with whoever shows up.

3. Marvel Champions — when you want to build the spirit yourself

Marvel Champions: The Card Game
Image: Fantasy Flight Games

1–4 players · about 60 minutes · ages 14+ · over 350 cards in the core set · published by Fantasy Flight Games

Marvel Champions runs the Spirit Island structure with one big change: the asymmetry is not handed to you, you construct it. Every hero has a fixed identity kit and a deck you build yourself around an aspect — Aggression, Justice, Leadership, Protection — so the “which spirit am I?” question moves from the setup step into a hobby you do between games. Meanwhile the villain runs its own escalating clock: the scheme advances every round whether or not you interfere, and it advances faster with more players.

That scheme threat is the closest analogue on this list to watching Invaders build. You are always paying attention to two numbers going the wrong way, and the tension is the same one Spirit Island manufactures — do I fix the board now, or do I set up the turn that fixes it twice as hard later? The one-versus-one solo game is also excellent, which matters to this audience more than most.

It is a living card game, so honesty is required about the shape of the hobby: expansions come in fixed, non-random packs, but a lot of the older catalog has gone out of print. The good news is that the core set is genuinely complete on its own — we go through what it does and does not include in our Marvel Champions core set review, and we rank the standalone heroes worth adding in our best Marvel Champions hero packs guide.

Who should skip it: anyone who wants the puzzle in the box, finished. If deckbuilding between sessions sounds like homework rather than the good part, this is the wrong game — the version of Marvel Champions you get from a precon deck is a shadow of the one enthusiasts are talking about. Skip it too if the theme is a hard no; the Marvel license is not a coat of paint here.

4. Too Many Bones — the escalating campaign, if you will trade certainty for dice

Too Many Bones board game box art
Image: Chip Theory Games

1–4 players · 60–90 minutes · ages 14+ · published by Chip Theory Games

Too Many Bones is a dice-builder RPG in which a party of Gearlocs travels toward a Tyrant, fighting escalating encounters along the way and spending progress points to train new skills between them. Structurally it rhymes with Spirit Island more than it looks like it: wildly asymmetric characters, an enemy that gets harder on a known ramp, and a growth decision every single round about whether to get stronger now or survive now.

It is on this list because of the character asymmetry, which is the most extreme of any game here. Gearlocs do not share a rules subset the way most co-op heroes do — one is a dice engine, one is a bot-builder, one is a support specialist, and switching characters is close to learning a new game. That is the Spirit Island promise of “my playbook is not your playbook,” pushed further than Spirit Island pushes it.

What you give up is the certainty. Spirit Island is a puzzle; Too Many Bones is a fight with a lot of mitigation on top. You roll, and then you spend your resources deciding how much of the roll to un-do. Players who love Spirit Island precisely because it never asks them to gamble should treat this as the interesting opposite rather than a substitute. The components are also the most physically indulgent thing in this price bracket — poker chips, neoprene mats, and not a scrap of cardboard.

Who should skip it: anyone whose answer to “how do you feel about dice?” is a flat no. Skip it as well if the point of co-op for you is puzzling out a board together rather than running a party of characters — this is much closer to a tabletop RPG than anything else on this list.

5. Horizons of Spirit Island — the answer almost nobody gives you

Horizons of Spirit Island board game box art
Image: Greater Than Games

1–3 players · 100 minutes · ages 12+ · designed by R. Eric Reuss, published by Greater Than Games

Here is the uncomfortable question worth asking before you spend money on any of the four games above: is the problem that you want a different game, or that the game you want keeps not getting played? Because if it is the second one, no substitute fixes it. Horizons of Spirit Island is Greater Than Games’ own answer to that — a smaller standalone box with five new spirits designed to be genuinely easier to pick up, rated for ages 12 and up rather than 14, and playing 1 to 3.

It is not a watered-down version so much as a re-tuned one. The spirits in Horizons are built with fewer moving parts and clearer lines of play, which means the “teach” that kills so many Spirit Island evenings is dramatically shorter — and the whole thing is compatible with the original, so the spirits and expansions can mix. For a household that owns Spirit Island and plays it twice a year because nobody else will sit through the setup, this is the highest-value box on this page by a distance.

Who should skip it: the player who has already internalized the base game and wants a new problem to chew on. If your table plays Spirit Island happily and often, Horizons will feel like a step sideways — buy an expansion or go to Aeon’s End instead. It is also capped at three players, so it does not solve a four-player table.

What nothing on this list replaces

Spirit Island board game box art
Image: Greater Than Games

Spirit Island itself: 1–4 players · 100 minutes · ages 14+ · designed by R. Eric Reuss, published by Greater Than Games.

Two things here genuinely do not have a substitute, and pretending otherwise would waste your money. The first is the theme reversal. Spirit Island is a game about colonization in which you are the land, the Dahan are people rather than scenery, and your win condition is often to frighten the invaders into leaving rather than to kill them. Aeon’s End, Marvel Champions and Jaws of the Lion are all built on much more conventional foundations.

The second is the difficulty dial. Spirit Island lets you tune a specific adversary at a specific level, which means a group can sit at the exact edge of its ability for years. Every game above has difficulty options; none of them has that granularity. If you are shopping because you exhausted Spirit Island, be aware that the base box plus one expansion probably has more runway left in it than anything on this list.

What not to buy expecting Spirit Island

The three most common recommendations are, in our view, the three most likely to disappoint this specific reader:

  • Pandemic. Same genre, opposite experience. Pandemic’s tension comes from card draws you cannot see; Spirit Island’s comes from a schedule you can. It is a great gateway co-op and a poor Spirit Island replacement — see our games like Pandemic list if that is actually what you want.
  • Forbidden Island and its family. Excellent 30-minute co-ops with a fraction of the decision space. If you want to bring people toward Spirit Island, these are the on-ramp (our gateway co-op picks), not the destination.
  • Full-size Gloomhaven or Frosthaven. Superb games, but the ask is enormous — hundreds of hours and a permanent table. Jaws of the Lion gives you the same core puzzle without the commitment, which is why it, and not its bigger siblings, is ranked above.

Playing solo

Spirit Island is one of the best solo games ever published, so it is worth saying which of these hold up alone. All five do, but not equally. Aeon’s End is excellent solo and plays fast enough for a weeknight. Marvel Champions is arguably at its best as a one-hero solo game and has the shortest setup here. Too Many Bones was designed with solo play in mind and is the most involved of the five. Jaws of the Lion solo means running two mercenaries yourself, which some people love and others find fiddly. Horizons plays solo exactly as Spirit Island does. More options in our best 1-player board games roundup.

Not sure which of the four hooks was yours?

Join the newsletter and we will send our short, spam-free picks — the right board game for the right table, matched by weight, player count, and vibe. No hype, just games worth the evening.

The bottom line

Buy Aeon’s End if you want the closest genuinely different game — asymmetric players, an escalating enemy, and a planning puzzle in an hour, at the cost of a little randomness. Buy Gloomhaven: Jaws of the Lion if what you actually love is solving the turn and you have a group that will commit. Buy Marvel Champions if you want to build your own asymmetry between sessions. Buy Too Many Bones only if you are ready to trade certainty for swing. And buy Horizons of Spirit Island if the truth is that you love Spirit Island and never play it — that is a different problem, and it has a different solution.

One last thing worth saying plainly: none of these is better than the game you already own. Spirit Island earned its reputation, and if you have not yet played it with an adversary turned on, the next great co-op you buy might be the box already on your shelf. If you are here because you want more weight generally rather than more Spirit Island specifically, our most complicated board games list and our best heavy Euro board games guide go in a different, competitive direction.

Frequently asked questions

What board game is most like Spirit Island?

The board game most like Spirit Island is Aeon’s End, a cooperative deck-builder for 1 to 4 players in about 60 minutes. Like Spirit Island, it gives every player a genuinely different set of powers and pits them against a threat that escalates on its own schedule. Its main difference is a randomized turn order, which adds tension Spirit Island deliberately avoids.

Is Aeon’s End similar to Spirit Island?

Aeon’s End is similar to Spirit Island in structure rather than theme. Both are cooperative games for 1 to 4 players with asymmetric player powers and an escalating enemy, and both reward planning several turns ahead — Aeon’s End never shuffles your discard pile, so you stack future turns deliberately. It is faster, at roughly 60 minutes, and adds random turn order.

What is the difference between Spirit Island and Horizons of Spirit Island?

Horizons of Spirit Island is a smaller standalone entry point to the same system, published by Greater Than Games and designed by R. Eric Reuss. It plays 1 to 3 players in about 100 minutes and is rated ages 12 and up, versus 1 to 4 players and ages 14 and up for the original. Its five spirits have fewer moving parts, and it is compatible with the full game.

Is Spirit Island good for solo play, and what else plays well solo?

Spirit Island is widely considered one of the best solo board games, since one player can run one or more spirits with no rules changes. Among the alternatives on this list, Aeon’s End, Marvel Champions, Too Many Bones and Horizons of Spirit Island all support 1-player games in the base box, and Gloomhaven: Jaws of the Lion is played solo by running two mercenaries.

Is Spirit Island too complicated for beginners?

Spirit Island is rated ages 14 and up and is generally too complicated as someone’s first cooperative board game, mostly because each spirit plays differently and the first teach is long. Better starting points are Horizons of Spirit Island, which is rated 12 and up and built to be learned faster, or a shorter gateway co-op such as Forbidden Island.

Leave a Comment

Your email address will not be published. Required fields are marked *