
Finder of Paths Unseen
All about moving the Invaders - and // from time to time.
All about moving the Invaders - and // from time to time. Good at creating Invader-free "safe-zones," due to its many movement Powers and its capacity to Isolate. Can't afford to Destroy Invaders too often without a way to re-add Destroyed , so either needs a big-hammer Major Power or to rely on its teammates for offense. Changes the topology of the board, which increases complex...
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.