Hidden Forms: Mastering the Sensei Dual-Move Cards
The Hidden Forms card set includes four special movement cards: Elk, Deer, Spider, and Scorpion.
They all share the same rule:
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When the card is used to move the Sensei, the bottom grid on the card is used.
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When the card is used to move any other piece, including the Air Elemental, the top grid is used.
Each card contains two move patterns, and which one applies depends on who is moving. Hidden Forms is enabled by default, so whenever that card set is active, these four dual move cards are part of the pool.
This single rule adds a new layer to the Hidden Path system. The card in hand is no longer only “what can any piece do with this pattern”, it is also “what can the Sensei do if this card is saved for it instead”.
What dual move cards add to the system
Dual move cards give the Sensei a distinct movement identity without changing the basic rules of the game.
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Piece specific movement without extra rules text
The Sensei already matters because it is tied directly to victory and defeat. Dual move cards give it unique movement options while keeping all of the logic on the cards themselves. There is no separate rules section that only applies to the Sensei. -
Visible but conditional threats
Both players can see which dual move cards are in play. The Sensei only gains access to the bottom pattern when the card is actually used on it. That creates open information threats that may or may not be activated on a given turn, which makes hand management more interesting.
With that context, here is how each of the four cards behaves.
Elk
On Elk, the top grid is a straightforward pattern that helps Disciples and the Air Elemental step forward and claim space. It is useful for early development and for nudging the Elemental into new lanes in Spirit’s Breath games.
The bottom grid is reserved for the Sensei. Elk gives the Sensei a forward diagonal jump out toward one of the front corners. Instead of walking up a file in small steps, the Sensei can suddenly appear one row farther in a flanking position.
This matters in several ways:
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A Sensei that looks tied to a central file can suddenly change lanes.
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A Sensei chase that appears to be closing in from straight ahead can be escaped by jumping off the line.
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Shrine races gain another contour, because Elk lets the Sensei approach from slightly off center without needing multiple moves.
Elk encourages both players to think in terms of two possible Sensei paths rather than one obvious file.
Deer
On Deer, the top grid gives Disciples a wide diagonal step. They can fan out from their starting line, angle around simple blocks, and set up attacks from the sides.
The bottom grid gives the Sensei a more direct push. Deer is a card that converts central control into straightforward progress. When the path in front of the Sensei is relatively clear, Deer is the tool that moves it up the board in clean, simple strides.
Deer supports:
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Controlled, methodical Sensei advancement once a safe lane has been prepared.
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Disciple development that supports that lane from the diagonals.
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Endgames where a single forward step is the difference between being in range of the Shrine or not.
Among the four, Deer is the card that makes the Sensei feel most like a patient marcher rather than a leaper.
Spider
For Spider, the top grid helps pieces press into the opponent’s half. It gives short steps that tighten a ring around enemy pieces or build a loose net across key files.
The bottom grid lets the Sensei slide sideways along its current depth. The Sensei stays roughly on the same rank but shifts to a different file.
This produces positions where:
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The Disciples push a front line forward, and the Sensei sits behind that line, ready to choose which file to occupy.
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An attack that has focused on one side can be rotated to another side by shifting the Sensei laterally in a single move.
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The Sensei remains safe while still being able to line up with whichever gap the Disciples create.
Spider supports plans that take shape over several turns and then pivot deliberately, instead of committing to a single lane too early.
Scorpion
On Scorpion, the top grid moves a piece sideways. It keeps the same rank but slides across files. This is useful for plugging gaps, doubling up on a file, or repositioning the Air Elemental into a better blocking column.
The bottom grid gives the Sensei a clean option to fall back. It moves the Sensei toward its own side without needing a separate retreat card.
This pattern is valuable because:
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Forward Sensei adventures become safer when there is a built in way to step back.
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Shrine defense benefits from a leader that can reconnect to defensive squares quickly.
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Positions that have drifted out of balance can be repaired by a joint sideways front line adjustment and a Sensei retreat.
Scorpion is the stabilizing card in the set. It supports aggressive play by keeping a safe route home available if the attack fizzles.
Interaction with the Air Elemental
In Spirit’s Breath games, the Air Elemental always uses the top grid on these cards.
That means:
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Elk, Deer, and Spider can be used to escort the Elemental forward into new swap or wall positions, while the Sensei still holds the special bottom pattern in reserve.
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Scorpion can slide the Elemental sideways into lanes that block Shrine approaches or key movement patterns, at the same time that the card remains a potential retreat option for the Sensei.
This reinforces the idea that dual move cards are not just about the Sensei, but about the overall shape of the board. One card connects Sensei movement, Disciple movement, and elemental movement, depending on where it is spent.
Elk, Deer, Spider, and Scorpion give the leader new footwork and give both players a reason to think of the hand as a set of conditional patterns, not just fixed ones. They deepen the Hidden Path system without changing its core, and they make every game that uses Hidden Forms feel a little more alive.
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