Many Minds Move as One

moderate Jagged Earth
Many Minds Move as One spirit panel

Many Minds Move as One

Growth (Pick One)

1
Reclaim All Reclaim All + Gain Power Card Gain Power Card
2
Add Presence 1 Range Add Presence at Range 1 + Add Presence 0 Range Add Presence at Range 0
3
Add Presence 3 Range Add Presence at Range 3 with Beast + Gain 1 Energy Gain 1 Energy + Gather Beasts Gather up to 2 Beasts

Presence

Energy
0 Energy
0
1 Energy
1
air element
air
2 Energy
2
animal element
animal
3 Energy
3
4 Energy
4
Cards
1 Card Plays
1
2 Card Plays
2
Pay 2 Energy for Power Card -2
Pay 2 for Card
3 Card Plays
3
3 Card Plays
3
4 Card Plays
4
5 Card Plays
5

Special Rules

FLY FAST AS THOUGHT

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

A JOINING OF SWARMS AND FLOCKS

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

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

Innate Powers

fast THE TEEMING HOST ARRIVES
Speed fast | Range 2 Range | Target Any
2 air
Gather up to 1 Beasts.
3 air 1 water
Instead, Gather up to 1 Beasts per Air you have.
1 fire 4 air
Push up to 3 Beasts.
fast BESET AND CONFOUND THE INVADERS
Speed fast | Range 2 Range | Target Any land with Invaders
1 air
2 Fear and Defend 2.
2 air
Instead, 3 Fear and Defend 4.
3 air
Instead, 4 Fear and Defend 7.
4 air 1 earth
Instead, 6 Fear and Defend 10.

Setup

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

Play Style

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

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 Beast events are unpredictable, however, so swings of fortune are apt to be more relevant than usual.

Power Summary

1
offense
5
control
5
fear
5
defense
1
utility

Unique Power Cards

Strategy

Lore

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.