Finder of Paths Unseen
Finder of Paths Unseen

Finder of Paths Unseen

Very High Complexity
Moon
Air
Water

All about moving the Invaders - and // from time to time.

Setup

Put 1 Presence on your starting board, in land #3. Put 1 Presence on any board, in land #1. You start with your 6 Unique Power Cards and 0 Energy.

Openings

Consistency Focus

Consistency-focused opening aimed at reducing Finder's barrier to entry, leaving room for player choice after first Reclaim All.

Growth: Add presence (top), gain Minor. Cards: A Circuitous and Wending Journey. Add presence to inner land building City - push Town/City into starting lands. Gain Minor with Air (Air+Water ideal). Position presence for innates next turn.

Growth: Add presence (top), +1 Card Play. Cards: Offer Passage Between Worlds, Traveler's Boon. Sun+Water from track + Moon/Air from cards = tier 1-2 Lay Paths + tier 1 Close the Ways. Use Boon to help slower spirit reach problem lands.

Growth: Add presence (bottom), +1 Card Play. Cards: Ways of Shore and Heartland, Aid From Spirit Speakers. Uncovered Earth + cards = tier 2 Lay Paths + tier 1-2 Close the Ways. Isolate empty Coastal lands or inner lands covering multiple Stage II Explores.

Growth: Varies based on Turn 1. Cards: Paths Tied By Nature, Minor. If first minor lacked Air, add presence (bottom) + gain Minor. If you have Air, gain another Minor or add presence + 2 Energy. Air card enables tier 2 Lay Paths + tier 2 Close the Ways. Reclaim next turn; grab Minor or Major.

By Jonah Yonker (BGG) · Source(opens in new tab)

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