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 at Range 1 1 Range Add Presence at Range 1 + Add Presence at Range 0 0 Range Add Presence at Range 0
3
Add Presence at Range 3 with Beast 3 Range Add Presence at Range 3 with Beast + Gain 1 Energy Gain 1 Energy + Gather up to 2 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.

High Synergy Cards

Type
Elements
Sort

Steam Vents
Steam Vents
fast 1 Minor fireairwaterearth
Provides: Air, Water, Fire, Earth
Call to Trade
Call to Trade
fast 1 Minor airwaterearthplant
Provides: Air, Water, Earth
Fleshrot Fever
Fleshrot Fever
slow 1 Minor fireairwateranimal
Provides: Air, Water, Fire
Sky Stretches to Shore
Sky Stretches to Shore
fast 1 Minor sunairwaterearth
Provides: Air, Water, Earth
Desiccating Winds
Desiccating Winds
slow 1 Minor fireairearth
Provides: Air, Fire, Earth
Hazards Spread Across the Island
Hazards Spread Across the Island
fast 0 Minor fireairearthplant
Provides: Air, Fire, Earth
Confounding Mists
Confounding Mists
fast 1 Minor airwater
Provides: Air, Water
Entrancing Apparitions
Entrancing Apparitions
fast 1 Minor moonairwater
Provides: Air, Water
Flow Downriver, Blow Downwind
Flow Downriver, Blow Downwind
slow 0 Minor airwaterplant
Provides: Air, Water
Rain of Blood
Rain of Blood
slow 0 Minor airwateranimal
Provides: Air, Water
Reaching Grasp
Reaching Grasp
fast 0 Minor sunairwater
Provides: Air, Water
Scream Disease Into the Wind
Scream Disease Into the Wind
fast 1 Minor airwateranimal
Provides: Air, Water
Terror Turns to Madness
Terror Turns to Madness
slow 0 Minor moonairwater
Provides: Air, Water
Twilight Fog Brings Madness
Twilight Fog Brings Madness
slow 0 Minor sunmoonairwater
Provides: Air, Water
Call to Guard
Call to Guard
fast 0 Minor sunairearth
Provides: Air, Earth
Call to Migrate
Call to Migrate
slow 1 Minor fireairanimal
Provides: Air, Fire
Dire Metamorphosis
Dire Metamorphosis
slow 1 Minor moonairearthanimal
Provides: Air, Earth
Drift Down into Slumber
Drift Down into Slumber
fast 0 Minor airearthplant
Provides: Air, Earth
Dry Wood Explodes in Smoldering Splinters
Dry Wood Explodes in Smoldering Splinters
slow 1 Minor fireairplant
Provides: Air, Fire
Fire in the Sky
Fire in the Sky
fast 1 Minor sunfireair
Provides: Air, Fire
Haunted by Primal Memories
Haunted by Primal Memories
fast 1 Minor moonairearth
Provides: Air, Earth
Land of Haunts and Embers
Land of Haunts and Embers
fast 0 Minor moonfireair
Provides: Air, Fire
Lure of the Unknown
Lure of the Unknown
fast 0 Minor moonfireairplant
Provides: Air, Fire
Purifying Flame
Purifying Flame
slow 1 Minor sunfireairplant
Provides: Air, Fire
Scour the Land
Scour the Land
slow 1 Minor airearth
Provides: Air, Earth
Spur on with Words of Fire
Spur on with Words of Fire
fast 1 Minor sunfireair
Provides: Air, Fire
Swarming Wasps
Swarming Wasps
fast 0 Minor fireairanimal
Provides: Air, Fire
Bats Scout for Raids by Darkness
Bats Scout for Raids by Darkness
slow 1 Minor moonairanimal
Provides: Air
Plague Ships Sail to Distant Ports
Plague Ships Sail to Distant Ports
fast 4 Major fireairwateranimal
Provides: Air, Water, Fire Threshold reachable (100%)
Storm-Swath
Storm-Swath
slow 3 Major fireairwater
Provides: Air, Water, Fire Threshold reachable (100%)
Weave Together the Fabric of Place
Weave Together the Fabric of Place
fast 4 Major sunmoonairwaterearth
Provides: Air, Water, Earth Threshold reachable (100%)
Flow like Water, Reach like Air
Flow like Water, Reach like Air
fast 2 Major airwater
Provides: Air, Water Threshold reachable (100%)
Insatiable Hunger of the Swarm
Insatiable Hunger of the Swarm
fast 4 Major airplantanimal
Provides: Air Threshold reachable (100%)
Bargain of Coursing Paths
Bargain of Coursing Paths
fast 2 Major moonairwaterearth
Provides: Air, Water, Earth Threshold reachable (93%)
Pyroclastic Flow
Pyroclastic Flow
fast 3 Major fireairearth
Provides: Air, Fire, Earth Threshold reachable (93%)
Infestation of Venomous Spiders
Infestation of Venomous Spiders
fast 4 Major airearthplantanimal
Provides: Air, Earth Threshold reachable (93%)
Flocking Red-Talons
Flocking Red-Talons
fast 3 Major airwaterplantanimal
Provides: Air, Water Threshold reachable (86%)
Exaltation of the Incandescent Sky
Exaltation of the Incandescent Sky
fast 7 Major sunfireairwater
Provides: Air, Water, Fire Threshold reachable (83%)
Irresistible Call
Irresistible Call
fast 6 Major sunairplant
Provides: Air Threshold reachable (86%)
Solidify Echoes of Majesty Past
Solidify Echoes of Majesty Past
fast 4 Major sunmoonairearth
Provides: Air, Earth Threshold reachable (83%)