Mountain Dwarves

## Overview

Dwarves may move slow but they are strong. Use abilities that buff you on your next turn.

### Details

#### General

* **Name:** Mountain Dwarves
* **Author:** Sonus
* **Complexity:** 3/5
* **Version:** 3.0
* **Last Updated:** 01/18/24

#### Mechanics

* Power counters
* breakpoint changes
* recursion
* searching
* destruction protection
* stasis

## Cards

### Breakdown

10 minions and 10 actions

* 3 play-on-minion actions
* 2 play-on-base actions
* 1 stasis action
* 5 standard actions
* 4 actions that directly increase a minion's power

### Minions (10)

* **1x Mountain King (5):** Talent: On your next turn, each of your minions have +1 power.
* **2x Master Smithy (4):** Talent: Choose another one of your minions and choose one effect: -The minion gains +2 power at the start of your next turn until the end of the turn. -The minion cannot be destroyed by other players cards until the start of your next turn.
* **3x Iron Guard(3):** Ongoing: This minion cannot be destroyed by other players cards. At the start of your turn, you may place a +1 power counter on this minion.
* **2x Glacial Mage (2):** You may increase a bases breakpoint by 2 until start of your next turn. At the start of your next turn, reduce the same bases breakpoint by 2 until the end of the turn. Draw a card.
* **2x Ember Mage (2):** You may give a minion -2 power until the start of your next turn, and you may choose a minion to gain +2 power at the start of your next turn until the end of the turn. Draw a card.

### Actions (10)

* **2x Battle Brew: At the start of your turn, place a +1 power counter on up to three of your minions. Play an extra action and draw a card.**
* **2x Flame Rune: Play on your minion. Ongoing: Once per turn, after this minion gains power, you may have it gain an additional +2 power until the end of the turn.**
* **1x Ice rune: Play on your minion. Place a +1 power counter on this card. Ongoing: After this minion gains power, you may reduce this bases breakpoint by 1 for each counter on this card.**
* **1x Holy Rune: Play an extra action. Place three stasis counters on this card. Special: After one or more of your minions goes to the discard pile from play, you may remove a stasis counter from this card to return one of the minions to your hand.**
* **1x Portal Rune: Play on a base. Ongoing: At the start of your turn, you may move up to two of your minions to or from this base. If you do, destroy this card.**
* **1x Dwarven Siege: Play on a base. Ongoing: On your turn, if one of your minions here has gained power this turn, reduce this bases breakpoint by 3 until the end of the turn. At the start of your turn, you may transfer this action to another base.**
* **1x Ancient Archives: Search your deck and/or discard pile for a card that has not been played this game and draw it.**
* **1x Runesmith: Search your deck for a non-Standard action and reveal it. If it's a Rune card you may play it as an extra action or draw it, otherwise place it on top of your deck after shuffling.**

## Clarifications

**Ice Rune**: This ability checks for power counters on the Ice Rune card itself, not power counters on the minion this is on.

**Holy Rune**: This can be played from stasis once it has no more stasis counters to gain an extra action.

## Strategy

### General

A setup turn faction, need good planning as you are making your next turn stronger. If they are really behind towards the end game it can be hard for them to catch back up due to their delayed abilities.

### Partner Suggestions

#### Published

* Steampunk
* Ancient Egyptians

## Author Notes

Any fun facts, notes about the creation process, things to keep in mind while playing - anything you as the creator want to discuss about the faction that isn't mentioned elsewhere can go here!

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