All factions
Excellent Movies, Dudes!
Action Heroes
Low-Medium
Gain benefits for having only one minion on a base.
Description
Meet the Action Heroes, a formidable faction from the Excellent Movies, Dudes! set. This bold group excels at dominating individual minions on bases, bolstering their strength with a barrage of action cards that amplify their power or disrupt opponents' plans. With a complexity rating of Low-Medium, they're an accessible yet strategic choice. They're joined in this set by three other unique factions: the Backtimers, Extramorphs, and Wraithrustlers.
Cards Overview
The Action Heroes faction boasts a unique card composition, with 6 mighty minions and 14 versatile actions. Although they have fewer minions than the standard 10, each one packs a punch with a power value of 5, resulting in a total base power of 30. This means that every Action Hero minion has an average power of 5, significantly higher than the typical 3.
Their action cards offer a range of possibilities, including two play-on-minion actions, Lone Wolf, which appears twice. There's also one play-on-base action, Slo-Mo Attack, and 11 standard actions that can be used to influence the game. Six of these standard actions, highlighted in bold, affect one or more minions: All Out of Bubblegum, Collateral Damage, Final Stand, Friends Through Eternity, Get to the Choppa!, Hostage Rescue, Pushing the Limit, The Right Person, and Walk Away... Slowly. Additionally, five actions directly boost a minion's power: All Out of Bubblegum, Lone Wolf, and Pushing the Limit.
The Action Heroes' minions are equally impressive, with each one bringing its own strengths to the table. Commandbro, with a power of 5, has an ongoing ability that allows you to draw a card at the end of your turn if it's the only minion you have on the base. Gracie Brones, also with a power of 5, can gain +1 power counters and additional power at the start of your turn if it's alone on the base. Kickboxbro, another power 5 minion, enables you to store a card from your hand under it and play it as an extra action. Rumbro, with its power of 5, reduces the breakpoint of the base by 4 during your turn if it's the only minion present. Robobro, with a power of 5, can gain a +1 power counter when another player moves or plays a minion to the base. Lastly, Warbro, with a power of 5, has a talent that reduces the breakpoint of a different base by 3 until the end of the turn, but only if you have exactly one minion on that base.
The Action Heroes faction excels at performing bold, high-impact maneuvers, leveraging their extraordinary abilities to outmaneuver opponents and claim victory. With their impressive arsenal of daring actions, they're ready to take center stage and smash the competition.
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.
1x Collateral Damage - Reduce the breakpoint of a base by 5 until the end of the turn.
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.
1x Friends Through Eternity - Discard a card to play two extra actions.
1x Get to the Choppa! - Move one of your minions from one base to another. If it is your only minion there, you may play an extra action.
2x Hostage Rescue - Search your deck for a minion and place it on top of your deck.
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.
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.
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.
1x The Right Person - Play an extra minion on a base where you have no minions. Play an extra action.
1x Walk Away... Slowly - Special: Play after a base scores. Return one of your minions there to its owner's hand.
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.
1x Collateral Damage - Reduce the breakpoint of a base by 5 until the end of the turn.
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.
1x Friends Through Eternity - Discard a card to play two extra actions.
1x
1x Get to the Choppa! - Move one of your minions from one base to another. If it is your only minion there, you may play an extra action.
2x Hostage Rescue - Search your deck for a minion and place it on top of your deck.
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.
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.
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.
1x The Right Person - Play an extra minion on a base where you have no minions. Play an extra action.
1x Walk Away... Slowly - Special: Play after a base scores. Return one of your minions there to its owner's hand.
Characters
1x Commandbro - power 5 - Ongoing: At the end of your turn, if this is your only minion here, draw a card.
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.
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.
1x Rumbro - power 5 - Ongoing: During your turn, if this is your only minion here, the breakpoint of this base is reduced by 4.
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.
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.
Strategy
Synergies
When teaming up with Action Heroes, several factions can create a powerful synergy. Dinosaurs, for instance, bring power-boosting actions like Augmentation and Upgrade, which complement Action Heroes' own abilities. The combination of Rampage with Gracie Brones or Rumbro can be particularly devastating.
Wizards offer a wealth of card draw, which is otherwise limited to Commandbro or Pushing The Limit for Action Heroes. With access to extra action plays via Archmage, Chronomancer, Mass Enchantment, Time Loop, and Winds of Change, Wizards can significantly enhance Action Heroes' capabilities.
Cyborg Apes also make natural allies, as their focus on building up actions on a single minion with Cyberevolution and Juiced Up aligns with Action Heroes' strengths. Missing Uplink provides additional card draw, while Shielding offers protection and a power boost when combined with Juiced Up. The addition of Flying Monkey allows for clever maneuvering, enabling an Action Hero to break multiple bases in a single turn.
Werewolves, with their emphasis on high power, can benefit from Action Heroes' powerful minions. Leader of the Pack and Moontouched provide valuable extra action plays and card draw, making them a useful combination with Action Heroes.
Kaiju's play-on-base actions can also amplify Action Heroes' abilities, allowing for easier elimination of weaker minions and setting up multiple base scores in a single turn. Kaiju Conflict and Kaiju Alliance are particularly effective in this regard, offering extra action plays and reducing breakpoints.
Kung Fu Fighters can build up Action Heroes with their +1 power counters, especially Gracie Brones. Ancient Chinese Art, Expert Timing, and other abilities can further enhance this synergy, while A Little Bit Frightening and Let's Get It On help clear the way for Action Heroes to dominate.
Mythic Greeks, with their own array of actions and power-increasing abilities like Favor of Ares and Favor of Zeus, can create a formidable team with Action Heroes. Favor of Hermes and Favor of Athena provide additional benefits, making it easier to play and resolve actions.
Superheroes can unite with Action Heroes, using Mild-Mannered Citizens to easily access the desired Action Hero. Cowboys, with their high base power and abundance of extra action plays, also make strong partners. The Deputies' ability to discard and provide +2 power can be particularly helpful in securing base wins.
Ancient Incas and Polynesian Voyagers offer additional synergies, with the former's play-on-base actions and power accumulation abilities like Armory and Fortress Walls, and the latter's ability to play and move minions to new bases, providing Action Heroes with ample opportunities to shine. Sapa Inca and Temple of the Sun can further support Action Heroes, while Polynesian Voyagers' extra base plays give them even more room to operate.
Tips
To maximize the effectiveness of the Action Heroes faction, focus on leveraging the unique abilities of its minions. Gracie Brones and Rumbro are top scorers, with Gracie gaining a +1 power counter at the start of your turn and additional +1 power for each counter on her, while Rumbro reduces his base's breakpoint by 4. Kickboxbro is a close third, thanks to his ability to play an extra stored action during phase 2 and before scoring.
Robobro can gain a +1 power counter when another player plays or moves a minion to his base, although this often benefits the opposing player. Notably, Robobro's ability doesn't require him to be the only minion on his base. Commandbro is ideal for bases you don't plan to score immediately, as he provides card draw. Warbro can lower a base's breakpoint by 3 if you have only one minion there, making him a great partner for Rumbro. Like Robobro, Warbro's ability doesn't require solo occupancy, so you can play him alongside other minions without issue.
The primary power actions in this faction are All Out of Bubblegum and Lone Wolf. The former allows you to play an extra action if the minion you give +2 power to is your only minion on its base, making it perfect for chaining actions. The latter grants +4 power to the minion it's played on if it's your only minion on that base. Combining these two actions yields +6 power, which, when paired with Rumbro and Warbro's breakpoint reductions, can solo an 18-breakpoint base.
Slo-Mo Attack not only protects your minions but also reduces the base's breakpoint by another 3, allowing you to solo a 21-breakpoint base when combined with the previous combo. Collateral Damage reduces a base's breakpoint by 5, stacking nicely with other breakpoint reduction effects. These actions are best played with Kickboxbro's talent in phase 2, as breakpoint reduction is less useful when the base is already scoring. Power-increasing actions like All Out of Bubblegum and Lone Wolf are handy for swinging a base in phase 3.
Pushing the Limit is the only action that produces +1 power counters, making it useful for Gracie Brones. However, the card draw it provides is often more valuable, as it helps you draw the necessary minions and actions to score bases effectively. Hostage Rescue is useful for getting the exact minion you need on your next turn. The Right Person is great for a surprise base score, as you can play Rumbro or Warbro and start a combo to help score the base. Get to the Choppa! has similar value, but with movement instead of an extra minion play.
Both The Right Person and Get to the Choppa! are excellent phase 3 surprises, especially when paired with Kickboxbro, as they can be used to play or move an extra 5 power to his base and follow up with an extra action play. Final Stand and Walk Away...Slowly are the faction's primary phase 3 surprises. Final Stand can swing a base and enable destruction triggers in specific faction pairs. Walk Away...Slowly is incredibly useful for saving valuable minions like Commandbro or Rumbro.
Friends Through Eternity allows for a double extra action play at the cost of discarding a card. Despite the discard cost, it can be extremely 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.
Mechanics
Gain benefits for having only one minion on a base.