I keep reading the many minds move as one and I am lost on this spirit is suppose to work
Thematically, it grabs bunches of little flies, insects and birds from all over the island and puts them in great big swarms/flocks which bite and sting the invaders, preventing them from getting anything done. Think of Hitchcock's "The Birds," just set in the 17th century.
Game-play wise, it creates lots of Beasts (faster/more numerous than Sharp Fangs) and can gather/push them (thanks to the special rule, as well as its innates and unique power cards) all over the island. Whereever it has a swarm of beasts (and its sacred sites also count as Beasts thanks to another special rule), it causes fear/defends (Beset and Confound the Invaders), and can use its 0 (!) cost Unique Power card (Dreadful Tide of Scurrying Flesh) to make the Invaders skip actions. Its power cards also give it even more abilities to gather/push beasts, create beasts (Ever-Multiplying Swarm allows it to double (!) the amount of beasts on a land) and allow it to use beasts to push Invaders around.
Imagine this: You get up enough card plays (and with this spirit, that's not particularly difficult) to use your innates at their highest level. You use your third growth option to add a presence and a beast up to 3 lands away from where you already are, AND gather up to 3 beasts in a land up to 2 away from there. In Fast phase, you then use the first two levels of Teeming Host Arrives to Gather up to 4 of those beasts 2 *more* lands distant (thanks to Fly Fast as Thought) then use the third level to push those beasts 2 *more* lands distant (again, thank you Fly Fast as Thought). Conceivably, you've now brought a swarm of 4 (and maybe more) beasts up to 6 lands away from where they started. Still in Fast phase, you now use your other innate, Beset and Confound the Invaders, to cause up to *5* Fear and Defend up to 10 in the new land, or play Dreadful Tide of Scurrying Flesh to remove one just a single Beast tokens (who cares, because you have 4 or more of them there!) to skip a Ravage or Build entirely. Then in Slow Phase, you play Ever-Multiplying Swarm and make 3 *more* Beasts in that new land to replace any you lost, then play Connect the Hive Mind and turn one of those Beasts into your Presence, or add still one *more* Beast.
...and that's all with just the base cards. Many Minds can take a land that formerly had no Beasts, and get 3+ Beasts there with no problem. Combine this with (ex:) Tigers Hunting, and do 1 damage *per* Beast in the land. Or Pent-Up Calamity and do *3* damage for every Beast token you remove. Or Insatiable Hunger of the Swarm and do 1 Fear/2 Damage *per* Beast. Or for complete overkill, turn your swarms of insects and birds into giant Sea Monsters, and do 2 Fear and 3 Damage for every Beast. Or tag team him with Sharp Fangs and really step back. Imagine what Sharp Fangs could do with an ally who can suddenly stick 3+ beasts in a land, or bring beasts across the board in the blink of an eye? And remember, whereever the Beasts go, Sharp Fangs' presence goes with them -- Many Minds becomes essentially Mr. Scott in the Transporter room, beaming Sharp Fangs' presence all over the map.
I think somebody else said it either in this forum or on BoardGameGeek: Sharp Fangs primarily uses Beasts offensively; think of relatively small numbers of large predatory beasts (like a wolf pack or lone roaming tigers) killing Invaders (particularly Explorers) and causing fear. Many Minds primarily uses Beasts *defensively* -- it uses of *lots* of little beasts to confuse/distract/scare the Invaders; with the right minor/major powers, it make those little beasts absolute killers.
I’m glad Fractured days was more revealed so i can finally say how the time token mechanic is awesome for the feeling of a spirit that taps the speed of its past and the power of its future. That said he felt like a handful so i nicknamed him Fractured Thoughts Split my Head but so awesome when you pull great combos.
Thematically, it grabs bunches of little flies, insects and birds from all over the island and puts them in great big swarms/flocks which bite and sting the invaders, preventing them from getting anything done. Think of Hitchcock's "The Birds," just set in the 17th century.
Game-play wise, it creates lots of Beasts (faster/more numerous than Sharp Fangs) and can gather/push them (thanks to the special rule, as well as its innates and unique power cards) all over the island. Whereever it has a swarm of beasts (and its sacred sites also count as Beasts thanks to another special rule), it causes fear/defends (Beset and Confound the Invaders), and can use its 0 (!) cost Unique Power card (Dreadful Tide of Scurrying Flesh) to make the Invaders skip actions. Its power cards also give it even more abilities to gather/push beasts, create beasts (Ever-Multiplying Swarm allows it to double (!) the amount of beasts on a land) and allow it to use beasts to push Invaders around.
Imagine this: You get up enough card plays (and with this spirit, that's not particularly difficult) to use your innates at their highest level. You use your third growth option to add a presence and a beast up to 3 lands away from where you already are, AND gather up to 3 beasts in a land up to 2 away from there. In Fast phase, you then use the first two levels of Teeming Host Arrives to Gather up to 4 of those beasts 2 *more* lands distant (thanks to Fly Fast as Thought) then use the third level to push those beasts 2 *more* lands distant (again, thank you Fly Fast as Thought). Conceivably, you've now brought a swarm of 4 (and maybe more) beasts up to 6 lands away from where they started. Still in Fast phase, you now use your other innate, Beset and Confound the Invaders, to cause up to *5* Fear and Defend up to 10 in the new land, or play Dreadful Tide of Scurrying Flesh to remove one just a single Beast tokens (who cares, because you have 4 or more of them there!) to skip a Ravage or Build entirely. Then in Slow Phase, you play Ever-Multiplying Swarm and make 3 *more* Beasts in that new land to replace any you lost, then play Connect the Hive Mind and turn one of those Beasts into your Presence, or add still one *more* Beast.
...and that's all with just the base cards. Many Minds can take a land that formerly had no Beasts, and get 3+ Beasts there with no problem. Combine this with (ex:) Tigers Hunting, and do 1 damage *per* Beast in the land. Or Pent-Up Calamity and do *3* damage for every Beast token you remove. Or Insatiable Hunger of the Swarm and do 1 Fear/2 Damage *per* Beast. Or for complete overkill, turn your swarms of insects and birds into giant Sea Monsters, and do 2 Fear and 3 Damage for every Beast. Or tag team him with Sharp Fangs and really step back. Imagine what Sharp Fangs could do with an ally who can suddenly stick 3+ beasts in a land, or bring beasts across the board in the blink of an eye? And remember, whereever the Beasts go, Sharp Fangs' presence goes with them -- Many Minds becomes essentially Mr. Scott in the Transporter room, beaming Sharp Fangs' presence all over the map.
I think somebody else said it either in this forum or on BoardGameGeek: Sharp Fangs primarily uses Beasts offensively; think of relatively small numbers of large predatory beasts (like a wolf pack or lone roaming tigers) killing Invaders (particularly Explorers) and causing fear. Many Minds primarily uses Beasts *defensively* -- it uses of *lots* of little beasts to confuse/distract/scare the Invaders; with the right minor/major powers, it make those little beasts absolute killers.
I’m glad Fractured days was more revealed so i can finally say how the time token mechanic is awesome for the feeling of a spirit that taps the speed of its past and the power of its future. That said he felt like a handful so i nicknamed him Fractured Thoughts Split my Head but so awesome when you pull great combos.
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