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Half the Battle

G.I. Gerald

Medium

Use your fusions in versatile ways for some big bursts of power.

Description

Meet the G.I. Gerald, a faction from the Half the Battle expansion, known for leveraging fusion cards to expand your strategic possibilities. With a medium complexity rating, they offer a balanced gameplay experience. They are joined in this set by three other unique factions: Adolescent Epic Geckos, Pearl and the Images, and Rulers of the Cosmos.

Cards Overview

Meet the G.I. Gerald faction, a formidable force in the Smash Up universe. At a glance, their card composition consists of a notable array of minions and actions, boasting a substantial total minion base power. Delving into their actions, it's clear that G.I. Gerald relies on standard actions to drive their strategy, with 19 cards that influence one or more minions in bold ways. Notable actions include multiple instances of Can-Do, Dice Ninja, and Rosie, as well as singular cards like Go, Gerald!, M.O.W.A.T., Mabel Lean, Now You Know: Home Safety, Obstruction, Sawbones, Shellback, and Ski Lift. Specifically, six of these actions are designed to directly amplify a minion's power: Go, Gerald!, M.O.W.A.T., and four instances of Rosie.
1x Go, Gerald! - Choose a base. Give each of your minions played there this turn +2 power until the end of the turn. 1x Now You Know: Home Safety - Play an extra minion of power 2 or less. If it is a fusion, you may also use its Action ability. Special: You may play this before a base scores to copy the Action ability of one of your fusions there instead.

Actions

1x Go, Gerald! - Choose a base. Give each of your minions played there this turn +2 power until the end of the turn. 1x Now You Know: Home Safety - Play an extra minion of power 2 or less. If it is a fusion, you may also use its Action ability. Special: You may play this before a base scores to copy the Action ability of one of your fusions there instead.

Characters

1x Viscount - power 5 - Ongoing: Once per turn, after you play a fusion and use its Action ability, you may give this minion +2 power until the end of the turn OR place a +1 power counter on it.

Mechanics

Use your fusions in versatile ways for some big bursts of power.

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