Feel the Spirit's Breath

Spirit’s Breath is an optional expansion that drops a neutral Air Elemental into the center of the board and adds a set of Wind move cards to the movement deck. The core system stays the same, but the way the board breathes changes a lot.

It’s meant to be a plug-in: you pick your normal game mode, then decide whether you also want the wind in play.


What Spirit’s Breath Changes

With Spirit’s Breath enabled:

  • The board and player pieces are set up exactly as in your chosen mode.

  • A neutral Air Elemental starts on the center square.

  • The game still uses 5 movement cards, but some of them may be special Wind cards.

Everything else works off the standard movement card system you already know.


The Air Elemental in the Center

The Air Elemental is not yours and not your opponent’s. Either player can move it using movement cards.

Important behavior:

  • It moves using movement cards like any other piece.

  • If it lands on a Disciple (yours or theirs), it doesn’t capture it. The two pieces swap places instead.

  • It cannot enter a Sensei’s square.

  • No piece can move onto the Air Elemental’s square, so wherever it stands is effectively blocked.

That makes the middle of the board a live object instead of a neutral tile. You can kick the Elemental out of the way, park it to block a lane, or use it to yank Disciples into awkward—or very strong—positions.


Moving the Air Elemental with Regular Cards

Any time you play a regular move card, you have a choice:

  • Move one of your own pieces or

  • Move the Air Elemental using that card’s pattern

If you use a normal card on the Elemental, you still follow the usual pattern rules. The only twist is:

  • Landing on a Disciple = swap, not capture

  • Landing on a Sensei is still illegal

In practice this means you can:

  • Use a “boring” card to create a powerful wall

  • Pull one of your Disciples forward by swapping, without spending that Disciple’s own move

  • Kick the Elemental into a file that suddenly makes your opponent’s best card awkward or useless


Wind Move Cards: Two Moves in One

Wind cards are the flashy part of Spirit’s Breath. Each one shows two grids:

  • A top grid for moving one of your pieces

  • A bottom grid for moving the Air Elemental

When you play a Wind card, the order is always:

  1. First, move one of your non-elemental pieces using the top grid.

  2. Then, if the Elemental has at least one legal destination, move it using one of the patterns from the bottom grid.

You must move one of your pieces first; you don’t get to play a Wind card just to shove the Elemental around on its own.

That makes Wind cards natural “swing” turns:

  • Step a Disciple into a stronger attacking or defensive square

  • Immediately drag the Elemental into a swap, a block, or a lane that disrupts your opponent’s next plan

  • Create patterns on the board that simply don’t exist in base play


Setup and Options

Spirit’s Breath is configurable so you can decide how often you want the wind blowing through your games.

By default:

  • Roughly 25% of games will include the Air Elemental.

  • The number of Wind cards is chosen randomly with a weighted distribution.

In the settings you can:

  • Force the Air Elemental into every game.

  • Pick the exact number of Wind cards you want in the deck.

  • Disable Spirit’s Breath completely if you want to play without it.

So you can treat it as an occasional twist, your personal default, or something you only toggle on when both players feel like dealing with the extra layer.


Why It’s a Great Variant

Spirit’s Breath adds a lot of replay value without blowing up the rules:

  • Living center: The Air Elemental constantly changes how the middle of the board works. Sometimes it’s a wall, sometimes it’s a teleport, sometimes it’s just in the way.

  • New tactics without new complexity: Swaps, soft walls, and two-step Wind turns create fresh patterns, but they all come from the same movement card language you already know.

  • Shared toy: Because both players can use the Elemental, every “good” push you make has to be weighed against what your opponent might do with it a turn or two later. That back-and-forth creates memorable positions and stories.

If you like the core system and want your games to keep throwing you new shapes and problems to solve, Spirit’s Breath is an easy way to make every session feel a little different.

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