All factions
Awesome Level 9000
STEAMPUNKS
Low-Medium
Their play-on-base actions synergize with their minions, both gaining power, mobility, and rescue from your discard pile.
Description
The Steampunks faction, part of the Awesome Level 9000 set, excels at harnessing the power of innovative machines to dominate the game. With a complexity rating of Low-Medium, they offer a unique playstyle that revolves around their 10 minions and 10 actions. The total base power of their minions stands at 30, or an average of 3 per minion, but certain abilities like Steam Man and Rotary Slug Thrower can significantly boost this power.
Their action cards are primarily focused on bases, with 7 play-on-base actions, including Aggromotive, Difference Engine, and Rotary Slug Thrower, which interact with minions in meaningful ways. In contrast, they have no play-on-minion actions and only 3 standard actions, such as Change of Venue and Scrap Diving, which don't affect minions directly. Notably, Rotary Slug Thrower is the only action that directly increases a minion's power.
Key minions include the Steam Queen, with her power of 5 and ability to protect actions from other players' interference, and the Mechanic, who can replay discarded actions. The Steam Man, Captain Ahab, and other minions work in tandem with play-on-base actions to create powerful synergies. For instance, the Steam Man gains +1 power when a base has one of the player's actions, while Captain Ahab can move to a base with a played action.
Actions like Aggromotive, Difference Engine, and Ornate Dome provide ongoing benefits when played on a base, such as increased power, extra card draws, or protection from opposing actions. The Escape Hatch ensures that minions are returned to the hand instead of being destroyed, and the Zeppelin enables minion movement between bases. The Workshop and Inventor's Salon bases further support the Steampunks' playstyle.
The Steampunks' strength lies in the symbiotic relationship between their minions and play-on-base actions. As they combine these elements, their power and mobility grow, but separating them can lead to weakness. The beginning of the game and periods after scoring bases can be slow, but abilities like Mechanic and Scrap Diving help recycle play-on-base actions and maintain momentum.
While the Steampunks lack card draw and play abilities, the Difference Engine provides a valuable exception, drawing an extra card at the end of the turn. This helps them find key cards, even if it means discarding down to 10. Opponents may try to disrupt their plans, but the Steampunks have counters like Steam Queen, Escape Hatch, and Ornate Dome to maintain control.
Factions with play-on-base actions, like Pirates and Tricksters, complement the Steampunks well. Other factions, such as Bear Cavalry, Ancient Incas, and Star Roamers, offer synergistic opportunities, like extra minion plays or protective movement chains, to enhance the Steampunks' gameplay. By leveraging these combinations, players can create a formidable Steampunks deck that harnesses the power of innovative machines to dominate the game.
Cards Overview
The Steampunks faction is composed of 10 minions and 10 actions, with a total base power of 30, averaging 3 power per minion. Certain abilities, such as those found on the Steam Man and Rotary Slug Thrower cards, can increase a minion's power beyond its base value.
Their action lineup includes seven play-on-base actions: Aggromotive, Difference Engine, Escape Hatch, Ornate Dome, Rotary Slug Thrower, and two Zeppelins. There are also three standard actions - Change of Venue and two Scrap Diving cards - that do not affect minions. Additionally, the Rotary Slug Thrower action directly boosts a minion's power.
Notable minions include the Steam Queen, with 5 power and an ongoing ability that makes your actions immune to other players' cards. The Mechanic has 4 power and can replay a discarded action that targets a base. The Steam Man has 3 power, gaining an extra power if one of your actions is played on its base. Captain Ahab has 2 power and can move to a base with one of your actions.
The Steampunks' action cards offer a range of effects. Aggromotive grants +5 power to a base with one of your minions. Change of Venue allows you to reclaim and replay an action from a base or minion. Difference Engine draws an extra card at the end of your turn if you have a minion on the base. Escape Hatch saves your minions from destruction, returning them to your hand instead. Ornate Dome destroys other players' actions on a base and prevents them from playing new ones. Rotary Slug Thrower increases the power of your minions on a base by 2 each. Scrap Diving recovers an action from your discard pile, while Zeppelin enables minion movement between bases.
1x Aggromotive - Play on a base. Ongoing: If you have a minion here, you have +5 power here.
1x Change of Venue - Place one of your actions that is on a base or minion into your hand. Play it again as an extra action.
1x Difference Engine - Play on a base. Ongoing: If you have a minion here, draw an extra card at the end of your turn.
1x Escape Hatch - Play on a base. Ongoing: If your minions here would be destroyed, return them to your hand instead.
1x Ornate Dome - Play on a base. Destroy all other players' actions on this base. Ongoing: Other players cannot play actions on this base.
1x Rotary Slug Thrower - Play on a base. Ongoing: Your minions here each have +2 power.
2x Scrap Diving - Place an action from your discard pile into your hand.
2x Zeppelin - Play on a base. Talent: Move one of your minions from another base to here, or from here to another base.
Actions
1x Aggromotive - Play on a base. Ongoing: If you have a minion here, you have +5 power here.
1x Change of Venue - Place one of your actions that is on a base or minion into your hand. Play it again as an extra action.
1x Difference Engine - Play on a base. Ongoing: If you have a minion here, draw an extra card at the end of your turn.
1x Escape Hatch - Play on a base. Ongoing: If your minions here would be destroyed, return them to your hand instead.
1x Ornate Dome - Play on a base. Destroy all other players' actions on this base. Ongoing: Other players cannot play actions on this base.
1x Rotary Slug Thrower - Play on a base. Ongoing: Your minions here each have +2 power.
2x Scrap Diving - Place an action from your discard pile into your hand.
2x Zeppelin - Play on a base. Talent: Move one of your minions from another base to here, or from here to another base.
Characters
1x Steam Queen - power 5 - Ongoing: Your actions are not affected by other players’ cards.
2x Mechanic - power 4 - Choose an action in your discard pile that can be played on a base and play it as an extra action.
3x Steam Man - power 3 - Ongoing: Has +1 power if this base has one of your actions played on it.
4x Captain Ahab - power 2 - Talent: Move this minion to a base that has one of your actions played on it.
Strategy
Steampunks thrive when paired with factions that utilize play-on-base actions, amplifying their effectiveness by leveraging their utility-driven gameplay.
Synergies
To maximize the Steampunks' potential, consider pairing them with factions that offer play-on-base actions or complement their utility-focused gameplay. Pirates make a great match, bringing their signature mobility to the table and compensating for the Steampunks' lack of minion destruction capabilities. Tricksters are another excellent choice, as they boast a similar number of play-on-base actions that can synergize perfectly with the Steampunks.
Bear Cavalry is also a viable option, offering a few play-on-base actions that significantly boost minion power, as well as additional minion plays to balance out the Difference Engine. Ancient Incas can provide a valuable fetch ability with Sapa Inca, allowing you to retrieve key cards like Aggromotive and Rotary Slug Thrower. Lastly, Star Roamers can amplify the Steampunks' power with their impressive movement chains and extra minion plays, enabling you to position your power exactly where it's needed.
Tips
To maximize the Steampunks' potential, it's crucial to understand the intricate relationship between their minions and play-on-base actions. Nearly two-thirds of their actions rely on minions being in play, while nine out of ten minions depend on play-on-base actions to function, with Steam Queen also safeguarding play-on-minion actions. As the game progresses and more minions and actions are played, this synergy grows stronger. However, this also means that the Steampunks often start slowly and may experience a lull after winning a base. To maintain momentum, utilize Mechanic and Scrap Diving to recycle play-on-base actions and keep the steam flowing.
Notably, the Steampunks' Difference Engine allows them to draw extra cards, but unlike other factions with similar abilities, they lack minions or actions that can play extra cards from their hand. Nevertheless, if the Workshop base is in play, they gain the ability to do both. Drawing extra cards enables the Steampunks to find the best cards in their deck, even if it means discarding down to 10 cards. It's worth noting that the extra card is drawn after Phase 4 of their turn, resulting in an 11-card hand.
Opponents may attempt to disrupt the Steampunks' plans, but the faction has built-in safeguards. Cards like Steam Queen, Escape Hatch, and Ornate Dome help maintain control and protect their interests. When combined with Difference Engine, these cards can create a formidable fortress that's difficult to breach. The longer the Steampunks can keep a base from being destroyed, the more they'll benefit from their strategic play.
Mechanics
Their play-on-base actions synergize with their minions, both gaining power, mobility, and rescue from your discard pile.