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by Cal Friedman

Explorers

Revision as of 21:29, 3 July 2025 by Cal Friedman (talk | contribs) (Created page with "none|frame|Illustrated by: REPLACE NAME ====== ''<s>Purchase the Explorers Faction on Forgefire!</s> (link coming soon)'' ====== This faction doesn’t belong in a museum! They belong on bases! The Explorers use their fearless sense of adventure to move early onto new bases and establish their power there quickly. By controlling the flow of bases, they can nearly guarantee winning fortune and glory... or at least victory points. Exp...")
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Illustrated by: REPLACE NAME
Purchase the Explorers Faction on Forgefire! (link coming soon)

This faction doesn’t belong in a museum! They belong on bases! The Explorers use their fearless sense of adventure to move early onto new bases and establish their power there quickly. By controlling the flow of bases, they can nearly guarantee winning fortune and glory... or at least victory points.

Explorers are from the What Were We Thinking? set and have a Titan card - Very Large Boulder.

Complexity Level: MEDIUM
Mechanics
  • Manipulating The Base Deck
  • Moving Your Minions

Explorers focus on movements, base deck manipulation and playing extra minions on newly revealed bases.

The Explorers have the unique mechanic of knowing and influencing which will be the next bases drawn from the base deck, allowing you to look at the top cards of the base deck and selecting which base remains on top.

They also allow you to play an extra minion on a base when it's newly revealed, giving you a head start over the other players.

Finally, the Explorers are a movement-heavy faction, able to move their minions and other players' minions.

Strategy
Synergy

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  • Polynesian Voyagers: Idaho Smith provides another extra base. Guide powers up Wayfinder and any of your other Polynesian Voyagers that move around.
  • Ultimates: Utimates like any faction that provides more movement.
  • Aliens
  • Kitty Cats
  • Superheroes
  • Teddy Bears

Cards - Minions

1x Idaho Smith

Power 5 - You may play the top base of the base deck, and move this minion and any number of your other minions from here to there.

Errata? Yes/No

Clarifications:

  • The new base is replaced after it scores, so this permanently increases the number of bases in play.
2x Guide

Power 4 - Ongoing: After the first time each of your minions moves in a turn it gains +1 power until the end of the turn.

Errata? Yes/No

Clarifications:

3x Crypt Looter

Power 3 - Special: After a new base comes into play, you may play this minion on it as an extra minion.

Errata? Yes/No

Clarifications:

  • This triggers even when a base with minions on it changes (e.g. by Terraforming).
4x Glory Hound

Power 2 - Look at the top two cards of the base deck. Place one on the bottom of the deck and the other on the top.

Errata? Yes/No

Clarifications:

Cards - Actions

1x Dr Livingstone, I presume?

Choose a minion. If it is the only minion on its base, shuffle it into its owner’s deck.

Errata? Yes/No

Clarifications:

1x Forgotten Horrors

Play on a base. Ongoing: After you play a minion here or play a card that moves your minions to here, draw a card and transfer this action to another base.

Errata? Yes/No

Clarifications:

  • Actions that move multiple minions (e.g. X Never Marks the Spot, Full Sail) and minions that move other minions to their base (e.g. Twister) only get one card draw from this.
2x Fortune and Glory

Choose a base. You may move up to two minions from there to another base.

Errata? Yes/No

Clarifications:

1x I Said No Camels!

Choose a base. Place a +1 power counter on each of your minions there OR draw a card for each of your minions there.

Errata? Yes/No

Clarifications:

1x It Belongs in a Museum

Choose two minions on different bases. Move each one to the other’s base.

Errata? Yes/No

Clarifications:

  • If there’s only one eligible minion in play, you cannot move it with this card.
1x Lost City

Special: After a base scores, reveal the top two cards of the base deck. Choose one to replace the scored base and discard the other. Play a minion on the new base as an extra minion.

Errata? Yes/No

Clarifications:

  • Even if a different ability chooses the next base, Lost Cities can still let you play a minion on it.
1x X Never Marks the Spot

Move each of your minions.

Errata? Yes/No

Clarifications:

1x You Call This Archaeology

Move one of your minions. Special: You may play this before or after a base scores

Errata? Yes/No

Clarifications:

Cards - Bases

1x Ancient Temple


Breakpoint 20 - VPs: 4 2 1 - At the start of your turn, if you have only one minion here, it gains +5 power while it is here until the end of the turn.

Errata? Yes/No

Clarifications:

1x City of Gold


​Breakpoint 16 - VPs: 3 1 1 - At the start of your turn, if you have a minion here, gain 1VP.

Errata? Yes/No

Clarifications:

Card - Titan

1x Very Large Boulder

Special: Instead of your regular minion play, you may play this titan on a base that has no player's minions. Ongoing: Once per turn, after a minion moves from here, you may move this titan to the same base. Then destroy a minion at that base with less power than the number of +1 power counters on this titan. Ongoing: At the end of your turn, if this titan didn't move, place a +1 power counter on it.

Errata? Yes/No

Clarifications: