NAME = MISTER MIND
SPECIES = VENUSIAN
UNIQUENESS = UNIQUE HERO
CLASS = TELEPATH
PERSONALITY = MANIPULATIVE
SIZE/HEIGHT = TINY 2
LIFE = 1
MOVE = 5
RANGE = 4
ATTACK = 3
DEFENSE = 6
POINTS = 200
CONQUERING PARASITE
At the start of the game, place Mister Mind on an enemy Unique Hero's card. While Mister Mind is on that card, that Hero is the Host. At the end of each of your player turns, if Mister Mind has a Host, place a green Mind Marker on this card. When the Host is destroyed, immediately replace the Host with Mister Mind.
MENTAL DEMAND
After revealing a numbered Order Marker on a card you control, if there are:
• 3 or 4 Mind Markers on this card, instead of taking a turn, you may remove 3 Mind Markers from this card to take temporary control of the Host and take a turn with it.
• 5 Mind Markers on this card, instead of taking a turn, you must remove 5 Mind Markers from this card to take temporary control of the Host and take a turn with it.
After taking a turn with the Host, you may not take turns with any other figures you control.
MONSTER SOCIETY MANIPULATIONS
Whenever the 20-sided die is rolled for a figure within clear sight of Mister Mind or the Host, you may remove a Mind Marker from this card to add or subtract 2 from that roll.
Spoiler Alert!
NAME = MISTER MIND
SPECIES = VENUSIAN
UNIQUENESS = UNIQUE HERO
CLASS = TELEPATH
PERSONALITY = MANIPULATIVE
SIZE/HEIGHT = TINY 2
LIFE = 1
MOVE = 5
RANGE = 4
ATTACK = 3
DEFENSE = 6
POINTS = 200
CONQUERING PARASITE
At the start of the game, you may place Mister Mind on an enemy Unique Hero's card instead of on the battlefield. While Mister Mind is on that card, that Hero is the Host. At the end of each of your player turns, if Mister Mind has a Host, place a green Mind Marker on this card. When the Host is destroyed, immediately after removing it from the battlefield, place Mister Mind on a space the Host previously occupied.
MENTAL DEMAND
After revealing a numbered Order Marker on a card you control:
• if there are 3 or 4 Mind Markers on this card, instead of taking a turn, you may remove 3 Mind Markers from this card to take temporary control of the Host and take a turn with it.
• if there are 5 Mind Markers on this card, instead of taking a turn, you must remove 5 Mind Markers from this card to take temporary control of the Host and take a turn with it.
After taking a turn with the Host, you may not take turns with any other figures you control.
MONSTER SOCIETY MANIPULATIONS
Whenever the 20-sided die is rolled for a figure within clear sight of Mister Mind or the Host, you may remove a Mind Marker from this card to add or subtract 2 from that roll.