
Purchase the Action Heroes Faction on Forgefire!
Yo.
Men of few words.
Enjoy working alone.
Good at it.
Action Heroes are from the Excellent Movies, Dudes! set and do not have a Titan card.
Complexity Level: LOW-MEDIUM
Mechanics
- Rewards If A Minion Is Your Only One At A Base
- Six Unique, Power-5 Minions
Action Heroes focus a lot on single, powerful minions on bases, aided through the use of power increases and breakpoint reductions. As is the norm for action-heavy factions, Action Heroes get a lot of extra action plays, most notably on All Out of Bubblegum, Friends Through Eternity, Get To The Choppa!, and The Right Person, in addition to extra actions stored under Kickboxbro, who makes use of the new storing mechanic.
Strategy
The two minions in this faction best at scoring bases are Gracie Brones and Rumbro. Gracie Brones gains a +1 power counter at the start of your turn, then gains +1 power until the end of the turn for each of those counters on her. Rumbro reduces his base's breakpoint by 4. Kickboxbro is the overall third most capable due to his ability to play an extra stored action both during phase 2 and before the base scores. Robobro can gain a +1 power counter after another player plays or moves a minion to his base, but more often than not that will work to their advantage, as most minions have power 2 or greater and thus they will gain power faster. Notably however, Robobro's ability does not require that he be your only minion on his base.
Commandbro is useful to plunk down on a base you don't intend to score in the near future, thanks to his card draw. Warbro can lower the breakpoint of another base by 3 if you have only one minion there, making him a good partner for Rumbro. Like Robobro, his ability doesn't require that he be the only minion on his base, so you can play him on a base with other minions without worry of shutting off his ability. That said, like Commandbro, he's good to sit on one base while you take other bases with the help of his talent.
All Out of Bubblegum and Lone Wolf are the primary power actions in this faction. The former lets you play an extra action if the minion you give +2 power to is your only minion on its base, making it good at chaining actions together, while the latter gives +4 power to the minion it's played on if it's your only minion on that base. One combo of these two yields +6 power, which with Rumbro and Warbro's breakpoint reduction is enough to solo an 18-breakpoint base.
Slo-Mo Attack not only helps protect your minions, it also has a talent that further reduces the base's breakpoint by another 3. With the above combo, that allows you to solo a 21-breakpoint base. Collateral Damage reduces a base's breakpoint by 5, stacking nicely with the other breakpoint reduction effects. These two actions are the best to play with Kickboxbro's talent in phase 2, as breakpoint reduction is useless when the base is already scoring. Power-increasing actions like All Out of Bubblegum and especially Lone Wolf are handy tricks to swing a base in phase 3.
Pushing the Limit is the only action to produce +1 power counters within the faction, making that mode useful for Gracie Brones. The card draw will be more useful most of the time however, as that will help you draw the minions and actions you need to more effectively score bases, not to mention it's a handy way to reload after firing off a chain of actions.
Hostage Rescue is handy for getting the exact minion you need on your next turn. The Right Person is great for a surprise base score, as you can use it to play Rumbro or Warbro, then use the extra action play to start a combo to help score the base. Get to the Choppa! has similar value only with movement rather than an extra minion play. Both are good phase 3 surprises with Kickboxbro as well, as they can be used to play or move an extra 5 power to his base, then follow up with an extra action play.
Speaking of phase 3 surprises, Final Stand and Walk Away...Slowly are this faction's two primary phase 3 surprises. Final Stand can be useful for swinging a base, and in specific faction pairs can help enable destruction triggers. Walk Away...Slowly is immensely useful for saving a value minion like Commandbro or Rumbro.
Finally, Friends Through Eternity is a double extra action play at the cost of discarding a card. Even with the discard cost, it can be immensely useful for breaking bases, especially when used to play other actions with extra action plays such as All Out of Bubblegum, Get to the Choppa!, and The Right Person.
Synergy
- Dinosaurs: Power-increasing actions like Augmentation and Upgrade compliment Action Heroes' own suite of power boosts nicely, and Rampage can be absolutely backbreaking (or at least base-breaking) in tandem with Gracie Brones or Rumbro.
- Wizards: Wizards provide a lot of card draw, something Action Heroes only get out of Commandbro or Pushing The Limit, and more extra action plays via Archmage, Chronomancer, Mass Enchantment, Time Loop, and Winds of Change.
- Cyborg Apes: These monkeys love to build up actions on a single minion with Cyberevolution and Juiced Up, which suits Action Heroes just fine. Missing Uplink draws extra cards, always useful for Action Heroes (play on Commandbro for double the card draw). Shielding provides extra power with Juiced Up, and protects Action Heroes from the few actions that can harm them. Flying Monkey is especially devious, as you can build up an Action Hero with Juiced Up and other actions, then move them to another base after the first base scores, letting them easily break two bases in one turn. Slo-Mo Attack and Lone Wolf provide even more play-on-minion actions for Juiced Up.
- Werewolves: Werewolves love to have high power, especially 4 or greater, and Action Heroes readily provide. Leader of the Pack and Moontouched give extra action plays and card draw, both really useful to Action Heroes.
- Kaiju: Action Heroes care about having only one minion on a base, but they pay no heed to actions. Kaiju's powerful play-on-base actions make it even easier to pile on the power, and to get rid of pesky small minions who might try to sneak in a second place score. Kaiju Conflict provides two extra action plays, making it an even better Friends Through Eternity, and Kaiju Alliance reduces the breakpoint of every base by 4 until the end of the turn, potentially setting up multiple base scores in one turn.
- Kung Fu Fighters: All those +1 power counters can really help build up your Action Heroes, especially Gracie Brones. Ancient Chinese Art can build up +1 power counters. Expert Timing can transfer them or let Kickboxbro or Warbro use their talent again. A Little Bit Frightening and Let's Get It On remove rival minions. Fast As Lightning is an excellent cap off to an action combo that lets you get your minion back after the base scores that turn.
- Mythic Greeks: Mythic Greeks love to play lots of actions, especially with Odysseus or Heracles, and they have a few power-increasing or breakpoint-reducing actions of their own, most notably Favor of Ares and Favor of Zeus. Favor of Hermes is Friends Through Eternity without the discard cost. Favor of Athena is more likely to hit a desirable action in a deck that's 60% actions.
- Superheroes: Heroes unite! Mild-Mannered Citizens make it easy to get the Action Hero you need (whether or not it's the one you deserve).
- Cowboys: The high base power of the Action Hero minions plus the abundance of extra action plays and power increases make them good partners for the duel-happy Cowboys. The Deputies' ability to freely discard them during your turn to give +2 power can also really help your Heroes take bases.
- Ancient Incas: Play-on-base actions don't violate Action Heroes' one minion requirement, so Armory is good at accumulating power while Fortress Walls place +1 power counters on Gracie Brones or another minion and Temple of the Sun draws cards. Sapa Inca can also support Action Heroes from afar with more +1 power counters.
- Polynesian Voyagers: Polynesian Voyagers love to play and move minions to bases where you don't have minions, and they can play extra bases to boot, giving your Action Heroes more room to kick butt and chew bubblegum (and they're All Out of Bubblegum).
Cards - Minions
1x Commandbro

Power 5 - Ongoing: At the end of your turn, if this is your only minion here, draw a card
Errata? Yes/No
Clarifications:
1x Gracie Brones

Power 5 - Ongoing: At the start of your turn, if this is your only minion here, you may place a +1 power counter on this minion and give it an additional +1 power until the end of the turn for each +1 power counter on it.
Errata: None
Clarifications:
- Abilities that have an effect “until Y” only affect cards currently in play, but their effect lasts until Y even if the card that caused it leaves play or moves away, or even if any precondition stops being true.
1x Kickboxbro

Power 5 - Ongoing: At the end of your turn, you may store a card from your hand under this card. Talent: Play an action stored under this card as an extra action. Special: Before this base scores, if this is your only minion here, you may use this minion's talent.
Errata? Yes/No
Clarifications:
- If this minion gains additional Talents, you can only use one of them before the base scores.
1x Rumbro

Power 5 - Ongoing: During your turn, if this is your only minion here, the breakpoint of this base is reduced by 4.
Errata? Yes/No
Clarifications:
1x Robobro

Power 5 - Ongoing: After another player plays or moves a minion to here, you may place a +1 power counter on this minion.
Errata? Yes/No
Clarifications:
- For cards with a trigger for their effect – e.g. “After X happens” – the effect is done each time X happens, even if multiple Xs happen at the same time.
1x Warbro

Power 5 - Talent: Reduce the breakpoint of a different base where you have exactly one minion by 3 until the end of the turn.
Errata? Yes/No
Clarifications:
- Abilities that have an effect “until Y” only affect cards currently in play, but their effect lasts until Y even if the card that caused it leaves play or moves away, or even if any precondition stops being true.
Cards - Actions
2x All Out of Bubblegum

Give one of your minions +2 power until the end of the turn. If it is your only minion at that base, you may play an extra action.
Errata? Yes/No
Clarifications:
- Abilities that have an effect “until Y” only affect cards currently in play, but their effect lasts until Y even if the card that caused it leaves play or moves away, or even if any precondition stops being true.
1x Collateral Damage

Reduce the breakpoint of a base by 5 until the end of the turn.
Errata? Yes/No
Clarifications:
- Abilities that have an effect “until Y” only affect cards currently in play, but their effect lasts until Y even if the card that caused it leaves play or moves away, or even if any precondition stops being true.
1x Final Stand

Special: Play before a base scores where you have exactly one minion. Destroy a minion of printed power 3 or less there controlled by each other player.
Errata? Yes/No
Clarifications:
1x Friends Through Eternity

Discard a card to play two extra actions.
Errata? Yes/No
Clarifications:
1x Get to the Choppa!

Move one of your minions from one base to another. If it is your only minion at there (sic), you may play an extra action.
Errata? Yes/No
Clarifications:
2x Hostage Rescue

Search your deck for a minion and place it on top of your deck.
Errata? Yes/No
Clarifications:
2x Lone Wolf

Play on a minion. Ongoing: This minion has +2 power. If it is your only minion here, it has +4 power instead.
Errata? Yes/No
Clarifications:
1x Pushing the Limit

For each base where you have exactly one minion, either place two +1 power counters on that minion or draw a card.
Errata? Yes/No
Clarifications:
1x Slo-Mo Attack

Play on a base. Talent: If you have exactly one minion here, reduce this base's breakpoint by 3 until the end of the turn. Ongoing: Your minions here are not affected by other players’ actions.
Errata? Yes/No
Clarifications:
- Abilities that have an effect “until Y” only affect cards currently in play, but their effect lasts until Y even if the card that caused it leaves play or moves away, or even if any precondition stops being true.
1x The Right Person

Play an extra minion on a base where you have no minions. Play an extra action.
Errata? Yes/No
Clarifications:
1x Walk Away... Slowly

Walk Away... Slowly - Special: Play after a base scores. Return one of your minions there to its owner's hand.
Errata? Yes/No
Clarifications:
Cards - Bases
1x Building Rooftop

Breakpoint 20 - VPs: 3 1 1 - At the start of your turn, if you have exactly one minion here, you may reduce the breakpoint of this base by that minion's power until the end of the turn. When this base scores, each player with exactly one minion here gains 1 VP.
Errata? Yes/No
Clarifications:
1x Jungle Camp

Breakpoint 20 - VPs: 3 2 1 - The winner may return one of their minions here to their hand.
Errata? Yes/No
Clarifications: