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Many Minds Move as One

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityModerate
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 1 · Control 5 · Fear 5 · Defense 5 · Utility 1
Primary ElementsAnimal, Air, Water, Fire (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

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.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

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

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p
G2first=addpresence1, second=addpresence0
G3first=addpresence3beast, second=energy1, third=gatherbeast2

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy0, energy1, air, energy2, animal, energy3, energy4
  • Card-play track: card1, card2, pay2pcard, card3, card3, card4, card5

Core Mechanics & Special Rules

Special Rule

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 Sacred Site may also count as Beast. (Note: You never have more than 1 Sacred Site in a land, no matter how many Presence you have there.) (If something changes a Beast that is your Sacred Site, it affects 2 of your Presence there - e.g., Push 1 Beast will Push 2 of your Presence together.)

Innate: THE TEEMING HOST ARRIVES

  • Speed: fast · Range: 2 · Target: any
LevelThresholdsEffect
12 Air Air + 1 Animal AnimalGather up to 1 Beasts.
23 Air Air + 1 Water Water + 2 Animal AnimalInstead, Gather up to 1 Beasts per Air you have.
31 Fire Fire + 4 Air Air + 2 Animal AnimalPush up to 3 Beasts.

Innate: BESET AND CONFOUND THE INVADERS

  • Speed: fast · Range: 2 · Target: invaders
LevelThresholdsEffect
11 Air Air + 2 Animal Animal2 Fear Fear and Defend 2.
22 Air Air + 3 Animal AnimalInstead, 3 Fear Fear and Defend 4.
33 Air Air + 4 Animal AnimalInstead, 4 Fear Fear and Defend 7.
44 Air Air + 1 Earth Earth + 5 Animal AnimalInstead, 6 Fear Fear and Defend 10.

Unique Cards (all, Wiki-verified)

A Dreadful Tide of Scurrying Flesh

  • 0 Energy · Fast · Range Range 1, from your Sacred Site · Land with 2 or more Beasts tokens · Moon, Air, Water, Animal
  • Remove up to half (round down) of Beasts in target land. For each Beasts Removed, 2 Fear Fear and skip one Invader Action.

Boon of Swarming Bedevilment

  • 0 Energy · Fast · Range No Range · Another Spirit · Air, Water, Animal
  • For the rest of this turn, each of target Spirit’s Presence grants Defend 1 in its land. Target Spirit may Push up to 1 of their Presence.

Ever-Multiplying Swarm

  • 1 Energy · Slow · Range 0 · Any Land · Fire, Earth, Animal
  • Add 2 Beasts.

Guide the Way on Feathered Wings

  • 0 Energy · Fast · Range 1 · Any Land · Sun, Air, Animal

  • Move 1 Beasts up to two lands. As it moves, up to 2 Dahan Dahan may move with it, for part or all of the way. (The Beasts/Dahan may move to an adjacent land and then back.)

  • Pursue with Scratches$ Pecks$ and Stings[VERIFY] (Wiki fetch error: Wiki API error for ‘Pursue_with_Scratches$_Pecks$_and_Stings’: {‘code’: ‘missingtitle’, ‘info’: “The page you specified doesn’t exist.”, ‘docref’: ‘See https://spiritislandwiki.com/api.php for API usage. Subscribe to the mediawiki-api-announce mailing list at <https://lists.wikimedia.org/mailman/listinfo/mediawiki-api-announce> for notice of API deprecations and breaking changes.’})

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Many Minds Move as One’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/many-minds-move-as-one.json for full scoring + reasons.

  • Primary elements (innate-weighted): Animal (wt 9.0), Air (wt 9.0), Water (wt 0.6)
  • Mid-game energy estimate (T3–T5 avg): 3.0E
  • Power summary: Offense 1 · Control 5 · Fear 5 · Defense 5 · Utility 1

Uniques

The spirit’s own 5 Unique Power cards (always in hand; always A-tier by default — see Uniques section above for full text):

  • A Dreadful Tide of Scurrying Flesh
  • Boon of Swarming Bedevilment
  • Ever-Multiplying Swarm
  • Guide the Way on Feathered Wings
  • Pursue with Scratches$ Pecks$ and Stings

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Here There Be Monsters0SlowMoon, Air, AnimalYou may Push 1 Explorer Explorer/Town/Dahan. 2 Fear Fear. If target land has any Beasts, 1 Fear Fear.elements air+animal → 18.0
2Set Them on an Ever-Twisting Trail1FastAir, Plant, AnimalGather or Push 1 Explorer Explorer. Isolate target land.elements air+animal → 18.0
3Swarming Wasps0FastFire, Air, AnimalAdd 1 Beasts. OR If target land has Beasts, Push up to 2 Explorers Explorer.elements air+animal+fire → 18.3
4Rain of Blood0SlowAir, Water, Animal2 Fear Fear. If target land has at least 2 Towns Town/Cities, 1 Fear Fear.elements air+animal+water → 18.6
5Call to Isolation0FastSun, Air, AnimalPush 1 Explorer Explorer/Town per Dahan. OR Push 1 Dahan Dahan.elements air+animal → 18.0
6Bats Scout for Raids by Darkness1SlowMoon, Air, AnimalFor each [[Dahan]], 1 Damage to [[Towns]]/[[Cities]]. OR 1 [[Fear]]. [[Gather]] up to…elements air+animal → 18.0
7Fleshrot Fever1SlowFire, Air, Water, Animal1 Fear Fear. Add 1 Disease.elements air+animal+fire+water → 18.9
8Birds Cry Warning1FastSun, Air, AnimalThe next time Dahan would be Destroyed in target land, Destroy 2 fewer Dahan. OR Push…elements air+animal → 18.0
9Veil the Night’s Hunt1FastMoon, Air, AnimalFor each Dahan present, choose a different Invader. 1 Damage to each of those Invaders. *…elements air+animal → 18.0
10Call to Migrate1SlowFire, Air, AnimalGather up to 3 Dahan Dahan. Push up to 3 Dahan Dahan.elements air+animal+fire → 18.3

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Winds of Rust and Atrophy3FastAir, Water, Animal1 Fear Fear and Defend 6. Downgrade 1 Town Town/City.elements air+animal+water → 18.6
2Infestation of Venomous Spiders4FastAir, Earth, Plant, AnimalAdd 1 Beasts. Gather up to 1 Beasts. For each Beasts, 1 Fear Fear (max. 4) and Invaders skip o…elements air+animal+earth → 18.3
3Plague Ships Sail to Distant Ports4FastFire, Air, Water, Animal1 Fear Fear. Add 4 Disease among Coastal lands (on any boards) other than target land.elements air+animal+fire+water → 18.9
4Wrap in Wings of Sunlight3FastSun, Air, AnimalMove up to 5 Dahan Dahan to any land (including back into target land). If you moved at least 1…elements air+animal → 18.0
5Flocking Red-Talons3FastAir, Water, Plant, AnimalAdd 1 Beasts. Move up to 2 Beasts within 3 Range to target land. For each Beasts present,…elements air+animal+water → 18.6

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Many Minds Move as One in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Skies Herald the Season of Returndestroys Presence
Scour the Landadds Blight
Devouring Antsdestroys Dahan
Renewing Boondestroys Presence
Insatiable Hunger of the Swarmadds Blight
Pyroclastic Flowadds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Poisoned Landdestroys Dahan, adds Blight
Pillar of Living Flameadds Blight
Blazing Renewaldestroys Presence
Draw Towards a Consuming Voiddestroys Presence
Tsunamidestroys Dahan
The Jungle Hungersdestroys Dahan
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/many-minds-move-as-one.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 1 Presence and 1 Beast on your starting board, in a land with Beast. Note that you have 5 Unique Power Cards.
  • Starting income (from presence_energy_track[0] = energy0, presence_cardplay_track[0] = card1): 0 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted))
  • G2: addpresence1 (Place 1 Presence from a track (Range 1)); addpresence0 (Place 1 Presence from a track (Range 0))
  • G3: addpresence3beast ((spirit-specific: addpresence3beast — consult spirit panel)); energy1 ((track slot showing 1 Energy)); gatherbeast2 ((spirit-specific: gatherbeast2 — consult spirit panel))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy0 · energy1 · air · energy2 · animal · energy3 · energy4 — income as slots reveal: 0 → 1 → air → 2 → animal → 3 → 4

Card-play track

card1 · card2 · pay2pcard · card3 · card3 · card4 · card5 — CP as slots reveal: 1 → 2 → pay2pcard → 3 → 3 → 4 → 5

Innate Powers

  • THE TEEMING HOST ARRIVES (Speed: Fast · Range: 2 · Target: any)
    • L1 — 2 Air Air + 1 Animal Animal: Gather up to 1 Beasts.
    • L2 — 3 Air Air + 1 Water Water + 2 Animal Animal: Instead, Gather up to 1 Beasts per Air you have.
    • L3 — 1 Fire Fire + 4 Air Air + 2 Animal Animal: Push up to 3 Beasts.
  • BESET AND CONFOUND THE INVADERS (Speed: Fast · Range: 2 · Target: invaders)
    • L1 — 1 Air Air + 2 Animal Animal: 2 Fear Fear and Defend 2.
    • L2 — 2 Air Air + 3 Animal Animal: Instead, 3 Fear Fear and Defend 4.
    • L3 — 3 Air Air + 4 Animal Animal: Instead, 4 Fear Fear and Defend 7.
    • L4 — 4 Air Air + 1 Earth Earth + 5 Animal Animal: Instead, 6 Fear Fear and Defend 10.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: Sun ×1, Moon ×1, Air ×3, Water ×2, Animal ×3
  • Fast-phase L1 ceiling from Uniques alone is sufficient — you can fire L1 T1 without drafting (play enough Fast Uniques to meet the threshold).

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
A Dreadful Tide of Scurrying Flesh0FastRange 1, from your Sacred SiteLand with 2 or more Beasts tokensmoon, air, water, animalRemove up to half (round down) of Beasts in target land. For each Beasts Removed, 2 Fear Fear and skip o…
Boon of Swarming Bedevilment0FastNo RangeAnother Spiritair, water, animalFor the rest of this turn, each of target Spirit’s Presence grants Defend 1 in its land. Target Spi…
Ever-Multiplying Swarm1Slow0Any Landfire, earth, animalAdd 2 Beasts.
Guide the Way on Feathered Wings0Fast1Any Landsun, air, animalMove 1 Beasts up to two lands. As it moves, up to 2 Dahan Dahan may move with it, for part or all of the …

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Many Minds Move as One’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Many Minds Move as One’s profile (Fear 5, Offense 1, Control 5, Defense 5, Utility 1).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Many Minds Move as One: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

Sweden L2+ — Fear-card effects reduced

What changes: Sweden’s escalation reduces the impact of Fear cards. Spirits that win by riding Fear cards to Terror-level flips are meaningfully slower.

Mitigation for Many Minds Move as One: Shift from fear-rush to board-control: favor Damage/Push Majors over more Fear; accept Terror 2 flip ~2 rounds later.

Russia L3+ — Dahan under pressure + fear suppression

What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.

Mitigation for Many Minds Move as One: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.

Habsburg Mining L5+ — Explorer/Town scaling

What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.

Mitigation for Many Minds Move as One: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Many Minds Move as One: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Many Minds Move as One: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.