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10th Anniversary

MERMAIDS

Medium-High

Move other players' minions to your minions' bases and reduce their power contribution to their total power.

Description

The Mermaids faction is part of the 10th Anniversary set, one of four unique factions introduced in this expansion. Although the set doesn't include a traditional rulebook, the Mermaids' playstyle is centered around manipulating the board by moving other players' minions to bases where they have a presence, and diminishing the power contributions of opposing minions. With a medium-high complexity rating, this faction requires strategic thinking. The 10th Anniversary set also features the Sheep, Skeletons, and World Champs factions, each offering distinct gameplay experiences.

Cards Overview

The Mermaids faction is comprised of 10 minions and 10 actions, offering a balanced mix of cards to play with. Their minions boast a total base power of 30, averaging 3 power per minion. A closer look at their actions reveals a diverse set, including three play-on-base actions: Becalmed Shores, Desert Island, and Shipwreck Cove. The remainder of their actions are standard, with seven in total, such as Captive Audience, Charmed, Siren Song, Toll Bay, and Ultimate Song - six of which affect one or more minions. Notably, three actions - Captive Audience and Shipwreck Cove - are designed to directly enhance a minion's power, while Captive Audience appears twice in the faction's action lineup.
The Mermaids faction excels at manipulating minions and bases, using their aquatic abilities to move and control the flow of battle. By leveraging their unique powers, Mermaids can outmaneuver their opponents and claim victory.
1x Becalmed Shores - Play on a base. Ongoing: Other players’ minions here have -1 power. Talent: Transfer this action to another base. 2x Captive Audience - Choose a base. One of your minions there gains +1 power until the end of the turn for each minion there you don’t own. Play an extra action. 2x Charmed - Choose a minion of power 3 or less. You may move it to another base where you have a minion. It doesn’t add its power to its controller’s total until the end of the turn. Play an extra action. 1x Desert Island - Play on a base. Ongoing: Minions here do not add their power to their controllers’ totals. Destroy this card at the start of your turn. 1x Shipwreck Cove - Play on a base. Ongoing: Your minions here each have +1 power. Special: After this base scores, you may transfer this card to another base. 1x Siren Song - Choose a base. Move one of each other player’s minions there to one other base where you have a minion. 1x Toll Bay - Choose a base. Draw a card for each other player’s minion there. 1x Ultimate Song - Choose a base where you have a minion. Each other player must play a minion there of power 3 or less as an extra minion or reveal a hand with no such minions. Cancel those minions’ abilities until the end of the turn. You may play an extra minion there and/or an extra action.

Actions

1x Becalmed Shores - Play on a base. Ongoing: Other players’ minions here have -1 power. Talent: Transfer this action to another base. 2x Captive Audience - Choose a base. One of your minions there gains +1 power until the end of the turn for each minion there you don’t own. Play an extra action. 2x Charmed - Choose a minion of power 3 or less. You may move it to another base where you have a minion. It doesn’t add its power to its controller’s total until the end of the turn. Play an extra action. 1x Desert Island - Play on a base. Ongoing: Minions here do not add their power to their controllers’ totals. Destroy this card at the start of your turn. 1x Shipwreck Cove - Play on a base. Ongoing: Your minions here each have +1 power. Special: After this base scores, you may transfer this card to another base. 1x Siren Song - Choose a base. Move one of each other player’s minions there to one other base where you have a minion. 1x Toll Bay - Choose a base. Draw a card for each other player’s minion there. 1x Ultimate Song - Choose a base where you have a minion. Each other player must play a minion there of power 3 or less as an extra minion or reveal a hand with no such minions. Cancel those minions’ abilities until the end of the turn. You may play an extra minion there and/or an extra action. [FACTION ICON]

Characters

1x Mermaid Queen - power 5 - Move another player’s minion to here or choose a minion here. If it has 3 or less power, take control of it until the end of the turn. 2x Temptress - power 4 - Ongoing: If one or more minions of other players have moved to here during this turn, this minion has +2 power until the end of the turn. 3x Charmer - power 3 - Talent: You may move this minion to another base. Then you may move another player’s minion of power 3 or less to this minion’s base. 4x Siren - power 2 - Ongoing: Other players’ minions here add 1 less power to their controller’s total.

Strategy

Synergies

Mermaids form powerful alliances with several factions to maximize their strategic movement capabilities. Pairing with Pirates allows Mermaids to position minions precisely, leveraging Shipwreck Cove to boost the power of First Mates. While Pirates' destructive effects may not be as beneficial, Becalmed Shores can set up power 3 minions for Cannon or Broadside Range attacks. Dragons make ideal partners, as their effects like Hatchling and Imperial Dragon are triggered by minions moving into their base, which Mermaids can facilitate. Sharks also thrive alongside Mermaids, who can lure minions into the Sharks' deadly feeding frenzy, with Becalmed Shores disguising the threat of Great Whites and Megalodon. Tornados, with their affinity for movement, complement Mermaids perfectly, helping to position minions for optimal effect. In return, Mermaids' power-adjusting effects enhance Tornados' capabilities. Ignobles benefit from Mermaids' ability to build a Captive Audience, easily accumulated by gifting minions to other players. Meanwhile, Sheep naturally follow moving minions, making Mermaids a great match, as they excel at relocating other players' minions to their advantage.

Mechanics

Move other players' minions to your minions' bases and reduce their power contribution to their total power.

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