Many Minds Move as One

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SETUP

Put 1 Presence and 1 Beasts on your starting board, in a land with Beasts. Note that you have 5 Unique Power Cards.

PLAY STYLE

Requires heavy spatial thought for Beasts movement, due to its improved Push/Gather and large numbers of Beasts.

Has no offense to start with, but an excellent stalling defense combined with Fear generation; outright Fear victories may be plausible in smaller games. Both Fear Cards and Beasts events are unpredictable, however, so swings of fortune are apt to be more relevant than usual.

COMPLEXITY

MODERATE

GROWTH (PICK ONE)
Reclaimall.png
Reclaim Cards
Gaincardicon.png
Gain Power Card
+ Presenceicon.png

1
Range

Add a Presence
+ Presenceicon.png

0
Range

Add a Presence
+ Presenceicon.png
+ Beastsicon.png
3
Range

Add a Presence and Beasts
Energy Plus 1.png
Gain 1 Energy
Land Gather Beasts.png

2
Range

Gather up to 1 Beasts into a Land
PRESENCE
Energy 0.png

Energy/Turn
Energy 1.png

1
Airenergy.png

Air
Energy 2.png

2
Animalenergy.png

Animal
Energy 3.png

3
Energy 4.png

4
Cardplay1.png

Card Plays
Cardplay2.png

2

Pay 2 Energy to Gain a Power Card
Cardplay3.png

3
Cardplay3.png

3
Cardplay4.png

4
Cardplay5.png

5

SPECIAL RULES

FLY FAST AS THOUGHT

When you Gather or Push Beasts, they may come from or go to lands up to 2 distant (rather than adjacent only).

A JOINING OF SWARMS AND FLOCKS

Your Sacred Site may also count as Beasts. (Note: You never have more than 1 Sacred Site in a land, no matter how many Presence you have there.)

(If something changes a Beasts that is your Sacred Site, it affects 2 of your Presence there - e.g., Push 1 Beasts will Push 2 of your Presence together.)

THE TEEMING HOST ARRIVES
SPEED
RANGE
TARGET LAND
Fast
2
Range
ANY
2 Air 1 Animal Gather up to 1 Beasts.
3 Air 1 Water 2 Animal Instead, Gather up to 1 Beasts per Air you have.
1 Fire 4 Air 2 Animal Push up to 3 Beasts.
BESET AND CONFOUND THE INVADERS
SPEED
RANGE
TARGET LAND
Fast
2
Range
INVADERS
Beasts (below) checks the number of Beasts in target land.
1 Air 2 Animal 2 Beasts 2 Fear and Defend 2.
2 Air 3 Animal 3 Beasts Instead, 3 Fear and Defend 4.
3 Air 4 Animal 4 Beasts Instead, 4 Fear and Defend 7.
4 Air 1 Earth 5 Animal 5 Beasts Instead, 6 Fear and Defend 10.

SUMMARY OF POWERS

 
         
         
         
         
         
Offense Control Fear Defense Utility
 
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Many Minds Move as One.png

From the Spirit Panel

A Spirit of flocks, swarms, schools, and packs, where the whole moves together in concert to accomplish what the individuals in it could not do alone. Unlike Weaves a Web of Souls, its nature leans towards smaller and simpler creatures, and it regards other sorts of animals - including humans - as bizarrely alien in their individuality; while it will communicate with the Dahan, it has shown no ability (or inclination) to integrate them into itself.

While it is willing to sacrifice individuals to protect the whole, it is not a Spirit of sacrifice per se - that is a tactic it employs, not the essence of its nature.

Design Lore

On one level, a flock of birds is dozens or hundreds of individual beings: each has a separate body, a separate brain, lives or dies separately, makes its own choices, and may compete with the others over mates or food. On another level, a flock of birds is a single organism, twisting and turning in flight, mobbing predators and keeping watch, finding food and safety for its member birds as best it can.

Many Minds Move As One is a Spirit of these aggregate beings: flocks of birds, swarms of insects, schools of fish. In particular, it is a Spirit of *joined movement* towards a common cause - a single mind manifest in a multitude of bodies.

It is not attached to any single swarm or school, and indeed, maybe in-with-of many such groups at a time, each flock having a distinct single-mind formed from that particular union of animals. Of course, in keeping with its nature, those distinct hive-minds can then move in concert with each other as part of a still-greater aggregate: it has both multiple selves and a single self at the same time, reflecting the thing it is composed of. It has a very different mindset about minds than humans do - it can be a bit confusing to communicate with, particularly because it finds humans equally baffling in their monolithic isolation.

Since the Invaders arrived on Spirit Island, there have been occasional tales - usually from outlying farmers - about someone walking near the edge of the treeline who sees every single bird staring intently at them. These get laughed off - "of course the birds are watching you, you dummy, you've moving nearby!" - but there's truth to them; Many Minds Move As One has been keeping a wary eye on the Invaders since shortly after they showed up. Its instinctive caution is well-founded.
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Important note: If playing as Many Minds Move as One, you start the game with these Unique Power Cards in your hand.

A Dreadful Tide of Scurrying Flesh (je).png
Boon of Swarming Bedevilment (je).png
Ever-Multiplying Swarm (je).png
Guide the Way on Feathered Wings (je).png
Pursue with Scratches, Pecks, and Stings (je).png


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Rulings for Many Minds Move as One

Explorer There are no rulings at this time. Explorer