Many Minds Move as One

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SETUP

Put 1 Presenceicon.png on your starting board in a land with Beasticon.png. Note that you have 5 Unique Power Cards.

PLAY STYLE

Great at defense and creating/moving Beasticon.png, but birds and insects are fragile - its only initial offense requires sacrificing Beasticon.png. Early on, it may be better to just cancel 1 Action than to remove enough Beasticon.png to clear a land.

Excellent at generating Fear, which works well in concert with a stalling defensive game. In smaller games, outright Fear victories may be plausible.

Requires very heavy spatial thought due to its improved Beasticon.png Push/Gather.

COMPLEXITY

MODERATE

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

1
Rangeicon.png

Add Presence
+ Presenceicon.png

0
Rangeicon.png

Add Presence
+ Presenceicon.png

3
Rangeicon.png

Add Presence
Energy Plus 1.png
Gain 1 Energy
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
Cardplay3.png

3
Cardplay3.png

3
Cardplay4.png

4
Cardplay5.png

5


SPECIAL RULES

FLY FAST AS THOUGHT

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

A JOINING OF SWARMS AND FLOCKS

Your Sacredsiteicon.png may also count as Beasticon.png. (NOTE: You never have more than 1 Sacredsiteicon.png in a land, no matter how many Presenceicon.png you have there.)

(If something changes a Beasticon.png that is your Sacredsiteicon.png, it affects 2 of your Presenceicon.png there - e.g., Push 1 Beasticon.png will Push 2 of your Presenceicon.png together.)

THE TEEMING HOST ARRIVES

SPEED RANGE TARGET LAND
Fasticon.png
2
Rangeicon.png
ANY

2Airelement.png1Animalelement.png Gather up to 1 Beasticon.png.

3Airelement.png1Waterelement.png2 Animalelement.png Instead, Gather up to 1 Beasticon.png per Airelement.png you have.

1Fireelement.png4Airelement.png2 Animalelement.png Push up to 3 Beasticon.png.


BESET AND CONFOUND THE INVADERS

SPEED RANGE TARGET LAND
Fasticon.png
2
Rangeicon.png
INVADERS

Beasticon.png (below) checks the number of Beasticon.png in target land.

1Airelement.png2Animalelement.png2Beasticon.png 2 Fearicon.png and Defend 2.

2Airelement.png3Animalelement.png3Beasticon.png Instead, 3 Fearicon.png and Defend 4.

3Airelement.png4Animalelement.png4Beasticon.png Instead, 4 Fearicon.png and Defend 7.

4Airelement.png1Earthelement.png5Animalelement.png5Beasticon.png Instead, 6 Fearicon.png and Defend 10.


SUMMARY OF POWERS

 
         
         
         
         
         
Offense Control Fear Defense Utility
 



Lore

From the Playmat

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.

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.


Starting Cards


Fireelement.pngAirelement.pngEarthelement.pngAnimalelement.png

SPEED RANGE TARGET LAND

0
Rangeicon.png
Beasticon.png
For each Beasticon.png, add 1 Beasticon.png (max 3).

Sunelement.pngFireelement.pngAirelement.pngAnimalelement.png

SPEED RANGE TARGET LAND

2
Rangeicon.png
Beasticon.png
For every 2 Beasticon.png, Push 1 Explorericon.png.
For every 3 Beasticon.png, Push 1 Townicon.png.
1 Fearicon.png per Invader this Power Pushed.

Airelement.pngWaterelement.pngAnimalelement.png

SPEED RANGE TARGET LAND

1
Rangeicon.png
ANY
Remove any number of Beasticon.png.
For each Beasticon.png removed: Skip the next Invader action, 1 Fearicon.png if Invaders are present, and 1 Damage.

Airelement.pngWaterelement.pngPlantelement.pngAnimalelement.png

SPEED RANGE TARGET LAND

2
Rangeicon.png
ANY
Replace 1 Beasticon.png with your Presenceicon.png. OR Add 1 Beasticon.png. Then, each other Spirit may push 1 of their Presenceicon.png on target board.

Sunelement.pngAirelement.pngAnimalelement.png

SPEED RANGE TARGET LAND

1
Rangeicon.png
ANY
Gather up to 1 Beasticon.png and up to 2 Dahanicon.png. You may move 1 Beasticon.png to an adjacent land. Up to 2 Dahanicon.png may go with it.






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