Team Fortress 2

## Overview

*"If fighting is sure to result in victory, then you must fight!" The Mercs from the RED and BLU teams have found their way into Smash Up, and there's nothing that they're more experienced with than fighting over territorial control! Complete various objectives in order to further your standing in the war (represented by VP). Wipe out anyone who gets in your way, 'cause at the end of the day, as long as there's two people left on Earth, someone's gonna want someone else dead.*

Team Fortress 2 focuses on completing specific objectives for VP, which are set out by base modifiers. Progress towards those objectives is tracked by placing power counters on said modifiers.

### Details

#### General

* **Name:** Team Fortress 2
* **Author:** GammaMania
* **Complexity:** 3/5
* **Version:** 2.0
* **Last Updated:** 08/17/23

#### Mechanics

* -1 Power Counters
* Energy

### Breakdown

Team Fortress 2 has the usual 10 minions and 10 actions, but each of their minions is unique. They have an above-average total minion power of 34, or an average of 3.4. Among their actions, they have:

* 1 play-on-minion action: Friendly
* 5 play-on-base actions: Payload, Control Point, Capture the Flag, Medieval Mode, Mann vs. Machine
* 4 standard actions, 2 of which directly affect one or more minions (in **bold**): **x2 Pubstomp,** Community Market, GG
* 0 actions that directly increase a minion's power

### Minions (10)

* **1x Saxton Hale (8):** You must lose 1 VP to play this minion. This ability cannot be cancelled. You may destroy a minion of power 4 or less here.
* **1x Heavy (5):** Ongoing: Your actions played on this base are not affected by other players' cards.
* **1x Pyro (3):** Talent: Place two -1 power counters on another players' minion. If that minion has 0 power, destroy it.
* **1x Soldier (3):** Ongoing: Once per turn, after one or more minions here are destroyed, look at the top 5 cards of your deck. You may reveal an action and place it in your hand. Return the rest in any order.
* **1x Demoman (3):** Ongoing: After the first time each turn one of your actions on a base or minion leaves play, you may destroy a minion of power 3 or less there.
* **1x Engineer (3):** You may place a +1 power counter on one of your cards here.
* **1x Sniper (3):** Ongoing: After another base where you have a minion scores, you may transfer one of your actions from that base to here.
* **1x Spy (2):** Ongoing: This minion is not affected by other players' minions. Talent: Cancel this minion's ongoing ability until the start of your next turn to look at the top two cards of your deck. Choose one to draw and place the other on the top or bottom of your deck.
* **1x Medic (2):** Place two Energy on this minion. Talent: Remove an Energy from this minion to either choose one of your other minions here to be unaffected by other players' cards until the start of your next turn OR shuffle an action from your discard pile into your deck.
* **1x Scout (2):** Ongoing: After this base scores, you may either remove all attachments from this minion and move it to another base OR transfer one of your actions with a +1 power counter on it from here to another base, or from a minion here to another minion.

### Actions (10)

* **2x Pubstomp:** Destroy a minion whose power is less than half the number of VP you have (rounded down).
* **1x Payload:** Play on a base. Talent: If you have at least two minions here, transfer this action to another base and place a +1 power counter on it. Ongoing: When this card has three or more +1 power counters on it, destroy it to gain 1 VP.
* **1x Control Point:** Play on a base. Ongoing: At the start of your turn, if you have the most power on at least two bases, place a +1 power counter on this card. When this card has two or more +1 power counters on it, destroy it to gain 1 VP.
* **1x Capture the Flag:** Play on a base. Ongoing: After this base scores, transfer this action to another base where you have a minion and place a +1 power counter on it. When this card has three or more +1 power counters on it, destroy it to gain 1 VP.
* **1x Medieval Mode:** Play on a base. Ongoing: After another player's minion is destroyed here, place a +1 power counter on this card. When this card has three or more +1 power counters on it, destroy it to gain 1 VP.
* **1x Mann vs. Machine:** Play on a base. Ongoing: When this base scores, if the power totals of you and the winner (or the runner-up, if you are the winner) are within 1 of each other, destroy this action to gain 1 VP.
* **1x Friendly:** Play on another player's minion. Ongoing: This minion cannot affect other cards, and is not affected by its controller's other cards.
* **1x Community Market:** Choose another player. They must reveal three actions from their hand, or if they don’t have three actions, they must reveal as many as they have or reveal their hand to show they don’t have any. Reveal an equal number of actions from your hand. Each of you (starting with yourself) chooses an action the other player revealed and places it into your own hand.
* **1x GG:** Special: Play after a base scores where you didn’t win. Each player who had a minion there may search their deck for an action and place it on top of their deck.

## Clarifications

* **Saxton Hale:** You cannot play this minion if you have 0 VP.
* **Engineer:** The card you place a counter on can be a minion, action, Titan, or any other type of card as long as it's under your control.
* **Pyro:** The minion does not have to have 0 power prior to placing the -1 counters for it to be destroyed; if placing those counters causes its power to reach 0, it is destroyed.

## Strategy

### General

Team Fortress 2 (which will now be shortened to TF2)'s gameplan is similar to that of the Knights of the Round Table: Play your actions on bases, and work towards completing the objectives on said actions in order to gain VP. They have five base modifiers that can earn them VP in this way, with each having a different objective to complete. These actions are the center of TF2's gameplan, although they only make up 1/4 of the faction's overall cards, and an even smaller percentage of your whole deck. Because of this, they have several ways of both finding, protecting, and recurring these actions.

- Finding: Spy not only allows you to draw a card, which helps you get to your base modifiers faster, but he can also sift unneeded cards to the bottom of your deck. Soldier is able to retrieve an action from the top 5 cards of your deck after a minion is destroyed, which TF2 has several ways of doing. Finally, GG allows a much more direct way of finding a specific action from your deck, at the cost of also giving other players that same advantage.

- Protecting: Heavy is the most obvious form of action protection, making your base modifiers completely immune to opponents' abilities. Sniper is able to preserve your unfinished objectives, preventing them from going to the discard pile. Scout has a similar ability, being able to preserve either himself or one of your other actions on his base after scoring.

- Recurring: TF2 has only one method of recurring actions from your discard - that being one of the options for Medic's ability (albeit with a limited number of uses).

Besides their base modifiers, TF2 is a highly antagonistic faction, with several methods of destroying or otherwise incapacitating opponents' minions.

## Author Notes

I originally made this faction during the #SaveTF2 movement, as a way of showing my support for one of my favorite online games of all time. I've changed quite a few things since the original version I uploaded to Reddit; in general, I gave them more ways of finding and preserving their base modifiers, but also nerfed some of the preexisting methods that I though were too strong.

As usual, if you want the PNG files of the individual cards, just message me on Reddit.

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