Muju Academy — Episode 2 Six Actions, Zero Octopus Exceptions Video version 2 · Last updated at 09:34 Sep 8 2026 CDT PIP: Eight cardboard arms. Eight actions! I have defeated mathematics! CLICK: Six actions. PIP: What if I grow another arm? CLICK: Then your sweater becomes expensive. COACH: Welcome to Muju Academy! Today, make six actions count. We have speedy feet, sneaky puzzles, and absolutely no octopus exceptions. COACH: Your whole team shares up to six actions each turn. One piece can use several, or several pieces can share them. CLICK: A bigger army still gets six. Extra elbows do not help. COACH: Think of your turn as three doors. Place, act, queue. The place door is for ready reinforcements and legal promotions. COACH: Placing and promoting spend no actions. Promotions do cost crystals. Then, at the action door, spend your six on moving, attacking, and mining. COACH: At the queue door, spend crystals to order future teammates. They arrive on later turns. Ordering them spends no actions. CLICK: Place, then play, then pay for another day! COACH: The game skips doors with nothing legal to do. Your very first turn starts straight at the action door. PIP: A scheduled shortcut. My favorite kind of sneaky. COACH: Meet Hi, our fire piece. Speed two means up to two squares for one movement action. Watch B two to D two. COACH: Three squares need two actions. Four squares also need two. Count squares along the path, in bundles of two. PIP: Can I squeeze in a third square with racing noises? PIP: Vroom, vroom! CLICK: Still two actions. Very convincing vroom, though. COACH: Choose the whole trip together. Two separate one-square moves cost two actions. One two-square move with Hi costs just one. COACH: Travel up, down, left, or right. Paths can bend. You cannot hop through pieces, even friendly ones, or land on an occupied square. PIP: Excuse me! Sprout delivery! CLICK: Take the long way. Count the detour. COACH: Moving beside an enemy does not start a fight. An attack is a separate action, against an enemy one edge away. CLICK: Count the trip, then count the hit! COACH: Mining also costs one action. Muju can mine at A two, move one square to A three, then mine again. Three actions. Six crystals collected. PIP: A two-stop snack tour! COACH: Only if each dig reaches crystals! Mining again at the same spot will not magically lengthen Muju’s reach. COACH: Now a combat wrinkle: a tier-one piece gets at most one attack per turn. Even if your team has actions left. PIP: But what about its other seven arms? CLICK: Cardboard remains unqualified. COACH: Higher tiers can use Cleave. Eliminate a target to unlock another attack, up to your tier number. Every attack still costs one team action. COACH: A tier-two Hono can attack twice if the first attack eliminates its target. If the target survives, the chain stops. CLICK: Walking or mining will not reset that attack limit. New turn, fresh chances. COACH: Puzzle time! Hi starts at B two. An enemy Muju is at F two. The path is clear. Move to E two, then attack. COACH: You start with six actions. How many will this plan spend? Two, three, or four? COACH: Pause and point! COACH: Three! B two to E two is three squares. Hi has speed two, so that trip costs two actions. COACH: Then the attack costs one more. Two plus one is three. You have three actions left for your team. PIP: I counted the trip AND the hit. Somebody put that on my sweater. CLICK: Which sleeve? COACH: Bonus puzzle! Same plan, but only two actions left. Can Hi reach E two and attack this turn? COACH: Pause and decide! COACH: No. The journey uses both actions. You can arrive, but cannot attack. Reaching a target is not the same as reaching it with a hit to spare. COACH: Before spending, ask: where will I end up? What must I still do? Save actions for the important finish. CLICK: Unused actions do not carry over. Next turn, your team gets six again. COACH: Six to share: spend with care! Count the trip, then count the hit! PIP: I have converted my spare arms into a hat rack. CLICK: Finally. A legal improvement. COACH: Next time: the Bonk Lab! Attack, defense, and why one enormous bonk is not always your best plan. COACH: See you at Muju Academy! Original character artwork. AI-generated voices. Three-tier introductory rules; upkeep and draws are taught in later lessons.