Stardust Crusaders

## Overview

*Journey across the world with Jojo’s Bizarre Adventure’s Stardust Crusaders, swinging around big minions with powerful abilities and linked actions. Their toolbox style will help you in almost any situation, allowing you to play aggressively and swing bases at the last moment.*

The Stardust Crusaders have six minions paired with six actions each with two copies. Each of these sets of three cards supplies a different part of your toolbox and can help swing bases in any number of ways.

### Details

#### General

* **Name:** Stardust Crusaders
* **Author:** Berryl
* **Complexity:** 3/5
* **Version:** 1.0
* **Last Updated:** 10/22/2023

#### Special Details

This faction is a reference to the third part of the anime Jojo's Bizarre Adventure.

### Breakdown

Most factions have the standard 10 minions and 10 actions (but you may describe any deviations from that here). Most factions have a standard 30 total minion power or an average minion power of 3 (again, describe any deviations here). Among their actions, they have:

* 2 play-on-base actions: The World, Speedwagon Foundation
* 12 standard actions, 8 of which directly affect one or more minions (in **bold**): **2x Star Platinum,** 2x Hermit Purple, **2x Heirophant Green, 2x Silver Chariot, 2x Magician's Red,** 2x The Fool

### Minions (10)

* **1x Jotaro (5):** Special: Before this base scores, you may destroy a minion here of power 3 or less. Talent: Place Star Platinum from your discard pile on top of your deck.
* **1x Joseph (5):** Search your deck for an action and place it on top of your deck. Talent: Place Hermit Purple from your discard pile on top of your deck.
* **1x Kakyoin (5):** Special: Before this base scores, give all other players’ minions here -1 power until the end of the turn. Talent: Place Hierophant Green from your discard pile on top of your deck.
* **1x Polnareff (5):** Ongoing: After you play a minion on another base, you may move this minion to there. Talent: Place Silver Chariot from your discard pile on top of your deck.
* **1x Avdol (5):** Special: On your turn, you may discard two cards to bury this from your discard pile. Talent: Place Magician’s Red from your discard pile on top of your deck.
* **1x Iggy (5):** You may place a minion from your discard pile on top of your deck. Talent: Place The Fool from your discard pile on top of your deck.

### Actions (10)

* **2x Star Platinum:** Place two +1 power counters on one of your minions. Special: Before a base scores where you have Jotaro, play this card.
* **2x Hermit Purple:** Look at the top two cards of your deck. Draw one of those cards and return the rest to the top or bottom of your deck. Play an extra action. Special: Before a base scores where you have Joseph, you may play this card; instead of playing an extra action, you may play the card you draw.
* **2x Hierophant Green:** Choose one of your minions. Increase its base’s breakpoint by its power until the start of your turn. Special: Before a base scores where you have Kakyoin, instead take control of a minion there of power 2 or less.
* **2x Silver Chariot:** Move one of your minions. Special: Before a base scores where you have Polnareff, play this card.
* **2x Magician’s Red:** Destroy one of your minions to place total +1 power counters equal to its power on your other minions. Special: Before a base scores, if Avdol is in play, play this card.
* **2x The Fool:** Draw two cards. Special: Before a base scores, if Iggy is in play, play this card.
* **1x The World:** Play on a base where another player has more power than you. Ongoing: After this base scores, if you were the winner, you may place this card in the box to take an extra turn after the end of your next turn.
* **1x Speedwagon Foundation:** Play on a base. Talent: If you have a minion here, either play a standard action OR shuffle a minion from your discard pile into your deck.

### Bases

* **(19) DIO’s Mansion (4 3 2):** The first time you would play a minion here from your hand each turn, bury it here instead.
* **(23) Cairo (4 2 1):** Before this base scores, reduce the power of all minions here other than the highest-power minion controlled by each player here to 0 until the end of the turn (if tied, reduce all but one tied minion).

## Clarifications

**Hierophant Green:** For the first ability, if the minion you choose moves away or leaves play, the breakpoint increase stays; similarly, it would not "follow" the chosen minion if it moves away.

**The World:** If you win its base on another player's turn, wait until the end of your turn to take another turn. If the game would end at the end of the turn where this activates, do not take an extra turn.

## Strategy

### Partner Suggestions

Stardust Crusaders excel when they can draw all of their cards, so partners that can draw cards quickly or stall to buy time to do so will be greatly appreciated by the Crusaders.

## Author Notes

This was the first Jojo-themed faction I drafted, but I didn't really like their initial concept, so they went untouched for a pretty long time. Things really clicked when the Stands became playable in phase 3 when paired with their users; this really gave them an identity apart from just the unique faction structure.

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