Rebels

## Overview

*Some people have too much power, so other people rise up to challenge them. These Rebels fight against overwhelming odds to dismantle the unjust and survive another day. Despite their own limited resources, they specialize in using their opponents’ power counters against them. And if their opponents don’t have power counters? That’s okay, the Rebels can lay tantalizing power counter traps for them anyway!*

The Rebels focus on powering up their enemies before dismantling them from the inside out with abilities that punish minions with lots of +1 power counters.

### Details

#### General

* Name: Rebels
* Author: AndIQuote
* Art Design: Lonan
* Complexity: 2.5/5
* Version: 2
* Last updated: July 26, 2023

#### Mechanics

* +1 Power Counters
* Base Modifiers

## Cards

    Download full-sized cards in .png format here!

#### Breakdown

Rebels have the typical 10 minions and 10 actions. Their total minion power is 30 with an average of 3 per minion. Among their actions, there are:

* 0 play-on-minion actions
* 3 play-on-base actions: Revolt (2x), Vive La Révolution
* 7 standard actions (6 that affect one or more minions, **in bold**): **Against All Odds**, Dismantle, **Friend on the Inside**, **Inspiring Words**, **Rising Tension (2x)**, **Usurp**
* 5 actions that directly increase a minion's power: Against All Odds, Inspiring Words, Rising Tension (2x), Usurp

#### Minions

* **1x Revolutionary (5):** Ongoing: Once per turn, after another player's minion gains a +1 power counter, you may draw a card. Talent: Destroy a minion here with four or more +1 power counters on it.
* **2x Insurgent (4):** Talent: Choose a minion. Give it -2 power for each +1 power counter on it until the start of your next turn.
* **3x Radical (3):** Place a +1 power counter on another player's minion here.
* **4x Dissident (2):** Place a +1 power counter on another player's minion here OR Draw a card if another player's minion here has a +1 power counter.

#### Actions

* **1x Against All Odds:** Place two +1 power counters total on other players' minions on the same base to draw a card and play an extra action.
* **1x Dismantle:** Choose a base where you have a minion. Reduce that base's breakpoint by 1 for each +1 power counter on other players' minions there OR Destroy an action there for each +1 power counter on other players' minions there, up to three times.
* **1x Friend on the Inside:** Special: Before a base scores where you have a minion and are not winning, take control of another player's minion there with at least three +1 power counters until the end of the turn.
* **1x Inspiring Words:** Choose a base. Your minions there each gain +1 power for each other player's minion with a +1 power counter on it until the end of the turn.
* **2x Revolt:** Play on a base. Ongoing: If you have two or more minions here, +1 power counters on other players' cards do not add to their controllers' total power here.
* **2x Rising Tension:** Choose a base. Place up to three +1 power counters on other players' minions there.
* **1x Usurp:** Special: Before a base scores, place a +1 power counter on a minion there. If there are at least three +1 power counters on other players' minions there, one of your minions may use its talent an extra time.
* **1x Vive La Révolution:** Play on a base. Ongoing: Once per turn, after either another player's minion here gains a +1 power counter or destroys one of your minions here, you may shuffle a minion of a different name from your discard pile into your deck.

#### Bases

* **(17) Meeting Place (2 4 3):** On your turn, +1 power counters on your minions here do not add to your total power on this base.

* **(21) Rebel Hideout (2 1 0):** After you play a minion here, place a +1 power counter on another player's minion here. When this base scores, the player with the fewest +1 power counters on their minions here gains 2 VP.

## Clarifications

* **Dismantle:** You can destroy no more than three actions on the base or on minions there, even if there are more than three +1 power counters on other players' minions.

## Strategy

### Video Guide

Rebels were featured on Crank It Up as part of Custom Faction Month 2! You can see the in depth video and strategy guide here.

### General

Simply put, Rebels need other players' minions to have +1 power counters. Short of playing against factions that can generate +1 power counters on their own, winning with Rebels requires careful pacing and avoiding giving your opponents too much free power too quickly. Without any of their minions in play to punish power counters, their gameplan can become more challenging.

Revolt and Insurgent are their best methods for stalling for time before you draw their power play cards, such as Against All Odds, Inspiring Words, and occasionally Dismantle. With enough planning, you can swing a base with Friend on the Inside to take control of an opposing powerful minion or even create a surprise chain into it with Usurp placing a counter and allowing Radical to place an additional counter.

Revolutionary's talent should be used responsibly and is intended mainly to pick off powerful minions that overstay their welcome or can persist across multiple base scores, such as First Mates. It and Insurgent's talent also pair well with Usurp to swing a base in your favor as a base scores.

### Partner Suggestions

#### Published

* **Astroknights**
* **Disco Dancers**
* **Ignobles**
* **Mermaids**

## Author Notes

* The font used for this faction is "Depressionist 3 Revisited".
* The font in the previous version featured in Crank It Up's video is "Anarchy Tantrum".