Last edited 18 hours ago
by Cal Friedman

Cyborg Apes: Difference between revisions

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The Apes' reliance on their one pillar means they do well with every faction that adds to that pillar. Cyborg Apes have simple access to a lot of bonus power, so they do well with typical supportive factions granting extra card plays and draws, mobility, etc.
The Apes' reliance on their one pillar means they do well with every faction that adds to that pillar. Cyborg Apes have simple access to a lot of bonus power, so they do well with typical supportive factions granting extra card plays and draws, mobility, etc.


* Fairies: Fairies have lots of play-on-minion actions such as Daisy Chain, Leaf Armor, and Ladybug, and their extra minion and action plays can help Apes accelerate their gameplan.
* '''[[Fairies]]''': Fairies have lots of play-on-minion actions such as Daisy Chain, Leaf Armor, and Ladybug, and their extra minion and action plays can help Apes accelerate their gameplan.
* Shapeshifters: Being able to duplicate an action like Juiced Up is seriously sweet.
* '''[[Shapeshifters]]''': Being able to duplicate an action like Juiced Up is seriously sweet.
* Werewolves: Moontouched and Leader of the Pack are play-on-minion actions that reward you for having the most power on a base, something Apes are good at achieving. Great Wolf Spirit allows Babooms to play two extra actions each.
* '''[[Werewolves]]''': Moontouched and Leader of the Pack are play-on-minion actions that reward you for having the most power on a base, something Apes are good at achieving. Great Wolf Spirit allows Babooms to play two extra actions each.
* Changerbots: Changerbots have lots of useful play-on-minion actions: Cesium Armor, Change Into a Gun, The Touch, Flighterizer, Matrix of Bossiness, and Passengers. Change Into a Gun is especially nasty with Clyde 2.0, as it will destroy itself and thus return to your hand on your next turn, allowing you to use it again. In this beast war, transform and go primal!
* '''[[Changerbots]]''': Changerbots have lots of useful play-on-minion actions: Cesium Armor, Change Into a Gun, The Touch, Flighterizer, Matrix of Bossiness, and Passengers. Change Into a Gun is especially nasty with Clyde 2.0, as it will destroy itself and thus return to your hand on your next turn, allowing you to use it again. In this beast war, transform and go primal!
* The Nightmare Before Christmas: Clyde 2.0 will instantly return Ghostly Presents to your hand after they destroy themselves, and Babooms are power 3 minions you can play using Ghostly Presents, allowing you to potentially swarm a base with Clyde, 1-3 Babooms, and either an extra minion or a different action such as Cyberevolution or Monster Garland. Lock, Shock, and Barrel can play Flying Monkey using their special, allowing you to save any minion you want after the base scores. Sandy Claws Outfit can save Silverback, and Jack Skellington can also recur Flying Monkey. This is quite possibly the best partner for Cyborg Apes so far.
* '''The Nightmare Before Christmas''': Clyde 2.0 will instantly return Ghostly Presents to your hand after they destroy themselves, and Babooms are power 3 minions you can play using Ghostly Presents, allowing you to potentially swarm a base with Clyde, 1-3 Babooms, and either an extra minion or a different action such as Cyberevolution or Monster Garland. Lock, Shock, and Barrel can play Flying Monkey using their special, allowing you to save any minion you want after the base scores. Sandy Claws Outfit can save Silverback, and Jack Skellington can also recur Flying Monkey. This is quite possibly the best partner for Cyborg Apes so far.


=== Cards - Minions ===
=== Cards - Minions ===
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'''Power 5''' - Effect: Ongoing: You may play actions onto this minion from your discard pile instead of from your hand.
'''Power 5''' - Effect: Ongoing: You may play actions onto this minion from your discard pile instead of from your hand.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:


*
*None


====== 2x Clyde 2.0 ======
====== 2x Clyde 2.0 ======
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'''Power 4''' - Ongoing: If your actions played on minions here go to the discard pile, you may place them into your hand instead.
'''Power 4''' - Ongoing: If your actions played on minions here go to the discard pile, you may place them into your hand instead.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:


*
*None


====== 3x Baboom ======
====== 3x Baboom ======
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'''Power 3''' - Talent: Play an action on this minion as an extra action.
'''Power 3''' - Talent: Play an action on this minion as an extra action.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:


*
*None


====== 4x Furious George ======
====== 4x Furious George ======
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'''Power 2''' - Ongoing: Has +1 power for each action played on it.
'''Power 2''' - Ongoing: Has +1 power for each action played on it.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:


*
*None


=== Cards - Actions ===
=== Cards - Actions ===
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Play on a minion. Ongoing: This minion has +3 power.
Play on a minion. Ongoing: This minion has +3 power.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:


*
*None


====== 1x Flying Monkey ======
====== 1x Flying Monkey ======
[[File:00_Temporary_Card_Placeholder.png|none|thumb|420x420px]]Play on a minion. Special: After this base scores, you may move this minion to another base instead of the discard pile. Destroy this action.
[[File:00_Temporary_Card_Placeholder.png|none|thumb|420x420px]]Play on a minion. Special: After this base scores, you may move this minion to another base and destroy this action.
Errata? Yes/No
Errata: Yes, Wording


Clarifications:
Clarifications:
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Choose a base. Destroy other players’ actions played on that base and on minions there.
Choose a base. Destroy other players’ actions played on that base and on minions there.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:


*
*None


====== 1x Juiced Up ======
====== 1x Juiced Up ======
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Play on a minion. Ongoing: This minion has +2 power for each action on it (including this one).
Play on a minion. Ongoing: This minion has +2 power for each action on it (including this one).


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:


*
*None


====== 1x Missing Uplink ======
====== 1x Missing Uplink ======
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Play on your minion. Ongoing: Draw an additional card at the end of your turn.
Play on your minion. Ongoing: Draw an additional card at the end of your turn.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:
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Play on your minion. Talent: Destroy another player’s minion here of power 4 or less. Place this card on the bottom of your deck.
Play on your minion. Talent: Destroy another player’s minion here of power 4 or less. Place this card on the bottom of your deck.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:


*
*None


====== 1x Monkey See, Monkey Do ======
====== 1x Monkey See, Monkey Do ======
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Reveal the top 5 cards of your deck. Place any number of actions revealed into your hand. Shuffle the rest into your deck.
Reveal the top 5 cards of your deck. Place any number of actions revealed into your hand. Shuffle the rest into your deck.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:


*
*None


====== 2x Shielding ======
====== 2x Shielding ======
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Play on a minion. Ongoing: This minion and other actions on it are not affected by other players’ actions.
Play on a minion. Ongoing: This minion and other actions on it are not affected by other players’ actions.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:
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Breakpoint 23 - VPs: 4 2 1 - Minions here get +1 power for each action played on them.
Breakpoint 23 - VPs: 4 2 1 - Minions here get +1 power for each action played on them.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:


*
*None


====== 1x Primate Park ======
====== 1x Primate Park ======
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​Breakpoint 20 - VPs: 3 2 1 - The winner may place his or her actions played on minions here back into his or her hand.
​Breakpoint 20 - VPs: 3 2 1 - After this base scores, the winner may return any number of their actions on minions here back into his or her hand.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:


* You may choose to take some actions back to the hand and discard the rest.
* You may choose to take some actions back to the hand and discard the rest.

Latest revision as of 22:02, 22 August 2025

Illustrated by: REPLACE NAME
Purchase the Cyborg Apes Faction on Forgefire!

In a daring raid on a top-secret research facility, apes stole the latest in cybernetic enhancements, and are now enacting their centuries-old plan to take over the world! Combining their natural athleticism and powerful strength with high-tech augmentations, these apes will go bananas all over your opponents!

Cyborg Apes are from the Science Fiction Double Feature set and do not have a Titan card.

Complexity Level: LOW-MEDIUM
Mechanics
  • Playing Actions on Minions

Top to bottom, beginning to end, Cyborg Apes are all about playing actions on minions. All their minions have abilities that make play-on-minion actions easier to use, more flexible, or more rewarding. Cyborg Apes are not complicated, although their play-on-minion enhancements have diverse effects, including card draws, defense, and of course bonus power. You can stack all your actions on one minion if you choose; Cyberback makes a good candidate since it can reuse Flying Monkey.

Strategy

Cyborg Apes upgrade their minions with modifier style actions to make them stronger. Play actions quickly onto your Babooms to make really large minions quickly, and then get them back with Clyde 2.0 to do it again. In the late game, Cyberback can get key modifiers back quickly, limited only by the number of action plays you have. For partners, focus on those who give extra action plays and direct access to your Babooms to speed up your gameplay. The Cyborg Ape “big play” is a Juiced Up Flying Monkey sending a huge minion into a second base for a double score. Weaknesses include a lack of Specials and free movement, and your Furious Georges are not usually worth playing actions onto.

Synergy

The Apes' reliance on their one pillar means they do well with every faction that adds to that pillar. Cyborg Apes have simple access to a lot of bonus power, so they do well with typical supportive factions granting extra card plays and draws, mobility, etc.

  • Fairies: Fairies have lots of play-on-minion actions such as Daisy Chain, Leaf Armor, and Ladybug, and their extra minion and action plays can help Apes accelerate their gameplan.
  • Shapeshifters: Being able to duplicate an action like Juiced Up is seriously sweet.
  • Werewolves: Moontouched and Leader of the Pack are play-on-minion actions that reward you for having the most power on a base, something Apes are good at achieving. Great Wolf Spirit allows Babooms to play two extra actions each.
  • Changerbots: Changerbots have lots of useful play-on-minion actions: Cesium Armor, Change Into a Gun, The Touch, Flighterizer, Matrix of Bossiness, and Passengers. Change Into a Gun is especially nasty with Clyde 2.0, as it will destroy itself and thus return to your hand on your next turn, allowing you to use it again. In this beast war, transform and go primal!
  • The Nightmare Before Christmas: Clyde 2.0 will instantly return Ghostly Presents to your hand after they destroy themselves, and Babooms are power 3 minions you can play using Ghostly Presents, allowing you to potentially swarm a base with Clyde, 1-3 Babooms, and either an extra minion or a different action such as Cyberevolution or Monster Garland. Lock, Shock, and Barrel can play Flying Monkey using their special, allowing you to save any minion you want after the base scores. Sandy Claws Outfit can save Silverback, and Jack Skellington can also recur Flying Monkey. This is quite possibly the best partner for Cyborg Apes so far.

Cards - Minions

1x Cyberback

Power 5 - Effect: Ongoing: You may play actions onto this minion from your discard pile instead of from your hand.

Errata: No

Clarifications:

  • None
2x Clyde 2.0

Power 4 - Ongoing: If your actions played on minions here go to the discard pile, you may place them into your hand instead.

Errata: No

Clarifications:

  • None
3x Baboom

Power 3 - Talent: Play an action on this minion as an extra action.

Errata: No

Clarifications:

  • None
4x Furious George

Power 2 - Ongoing: Has +1 power for each action played on it.

Errata: No

Clarifications:

  • None

Cards - Actions

2x Cyberevolution

Play on a minion. Ongoing: This minion has +3 power.

Errata: No

Clarifications:

  • None
1x Flying Monkey

Play on a minion. Special: After this base scores, you may move this minion to another base and destroy this action.

Errata: Yes, Wording

Clarifications:

  • You cannot move the minion to the base that replaces the scored base.
1x Going Bananas

Choose a base. Destroy other players’ actions played on that base and on minions there.

Errata: No

Clarifications:

  • None
1x Juiced Up

Play on a minion. Ongoing: This minion has +2 power for each action on it (including this one).

Errata: No

Clarifications:

  • None
1x Missing Uplink

Play on your minion. Ongoing: Draw an additional card at the end of your turn.

Errata: No

Clarifications:

  • The end of the turn is after the Draw Two Cards phase, so you don’t check for hand size after Missing Uplink’s draw.
1x Monkey on Your Back

Play on your minion. Talent: Destroy another player’s minion here of power 4 or less. Place this card on the bottom of your deck.

Errata: No

Clarifications:

  • None
1x Monkey See, Monkey Do

Reveal the top 5 cards of your deck. Place any number of actions revealed into your hand. Shuffle the rest into your deck.

Errata: No

Clarifications:

  • None
2x Shielding

Play on a minion. Ongoing: This minion and other actions on it are not affected by other players’ actions.

Errata: No

Clarifications:

  • When played on a minion, destroy other players’ actions on that minion (since they are affecting the minion). This card does not protect itself, but if both Shieldings are on the same minion, they protect each other.

Cards - Bases

1x Monkey Lab


Breakpoint 23 - VPs: 4 2 1 - Minions here get +1 power for each action played on them.

Errata: No

Clarifications:

  • None
1x Primate Park


​Breakpoint 20 - VPs: 3 2 1 - After this base scores, the winner may return any number of their actions on minions here back into his or her hand.

Errata: No

Clarifications:

  • You may choose to take some actions back to the hand and discard the rest.