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Core Set

ROBOTS

Low

Play extra minions, including a whole lot of weak ones that support each other.

Description

Meet the Robots, one of the eight factions in the Core Set. This faction lets you command an army of mechanical minions that can replicate and multiply, all made of metal and silicon. The Robots are considered a low-complexity faction to play. They are joined in the Core Set by seven other factions: Aliens, Dinosaurs, Ninjas, Pirates, Tricksters, Wizards, and Zombies.

Cards Overview

The Robots faction is defined by its impressive minion lineup, boasting 18 minions, while its action cards are relatively scarce, with only 2 available. In terms of raw power, the Robots' minions pack a total base power of 38, averaging 2.11 power per minion. Certain minions, such as the Microbot Fixer and Microbot Alpha, have the ability to further enhance minion power beyond their initial values. The Robots' action cards are limited, with their two standard actions, both named Tech Center, focusing on non-minion effects. Notably, there are no play-on-minion or play-on-base actions, and none of the actions directly amplify a minion's power, setting the Robots apart from other factions in terms of strategy and gameplay.
2x Tech Center - Choose a base. Draw one card for each of your minions there.

Actions

2x Tech Center - Choose a base. Draw one card for each of your minions there.

Characters

1x Nukebot - power 5 - Ongoing: After this minion is destroyed, destroy each other player’s minions on this base. 2x Warbot - power 4 - Ongoing: This minion cannot be destroyed. 3x Hoverbot - power 3 - Reveal the top card of your deck. If it is a minion, you may play it as an extra minion. Otherwise, return it to the top of your deck. 4x Zapbot - power 2 - You may play an extra minion of power 2 or less. 1x Microbot Alpha - power 1 - Ongoing: Gains +1 power for each of your other Microbots. All of your minions are considered Microbots. 1x Microbot Archive - power 1 - Ongoing: After one of your Microbots (including this one) is destroyed, draw a card. 2x Microbot Fixer - power 1 - If this is the first minion you played this turn, you may play an extra minion. Ongoing: Each of your Microbots gains +1 power. 2x Microbot Guard - power 1 - Destroy a minion on this base with power less than the number of minions you have here. 2x Microbot Reclaimer - power 1 - If this is the first minion you played this turn, you may play an extra minion. Shuffle any number of Microbots from your discard pile into your deck.

Strategy

Robots thrive when paired with factions that also excel at summoning multiple minions, creating a powerful synergy.

Synergies

The Robots faction excels at flooding the board with minions, making them a natural fit with other factions that share this playstyle. Pairing Robots with Zombies creates a formidable combination, as the latter's ability to swarm the board after a base is destroyed complements the Robots' minion-spawning capabilities. Innsmouth, typically a weaker faction, is significantly bolstered by the Robots' ability to field multiple minions. The Zapbots, in particular, enhance the power of The Locals and provide a boost to the board. Additionally, the Robots' numerous minions of the same name, such as Microbots, can be leveraged to great effect by Innsmouth. Ghosts also make a suitable match, as the Robots' card-playing abilities help to empty the hand and trigger the Ghosts' conditional effects. The Hydra faction, known for its rapid gameplay, pairs well with the Robots due to its ability to quickly retrieve and reactivate key minions like Microbot Alpha and Microbot Fixer. Cards like Reactivate Agents and Secret Reserves facilitate the return of these powerful minions, while Zapbot effectively provides a free minion, allowing players to focus on playing their most desirable cards.

Tips

When playing the Robots faction, it's essential to recognize that their most potent minion isn't necessarily the one with the highest power value. Microbot Alpha, with its relatively low printed power, can become a game-changer when leveraged correctly. The Robots' ability to churn out multiple minions each turn sets the stage for Alpha's strength to shine. By preparing the right combination, you can unleash 10 or more power with Alpha, making it an impressive Big Drop. Alternatively, you can choose to keep it in play to prolong the benefits it provides. The Robots faction has several ways to safeguard their minions. Warbots are indestructible, providing a reliable presence on the battlefield. Microbot Archive and Nukebot offer rewards when your minions are destroyed, while also punishing your opponents. However, be cautious when playing Microbot Guard, as it will destroy a valid target, including your own minions or itself, if given the opportunity. Microbot Reclaimers can shuffle specific cards back into your deck, making them most effective when your deck is running low. By using the two Reclaimers to recycle each other and other Microbots, you can theoretically replenish your deck with your desired Microbots indefinitely, creating a powerful cycle that can drive your strategy forward.

Mechanics

Play extra minions, including a whole lot of weak ones that support each other.

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