Batman

**Overview**

*It's time to deliver justice to the criminals of smash up! Play as the Batman faction to imprison opponent minions temporarily through return to hand mechanics. Your opponent's minions may disappear at the most inopportune times like before a base scores and the Batman faction gains many benefits from the justice that is served. However, there will be times when their rehabilitation at Arkham is done and the opponent can play their released minions. Enjoy!*

**General**

**Details**

* Name: Batman
* Author: Lonan
* Complexity: 3/5
* Version: 4?
* Last Updated: July 31, 2023

**Breakdown**

This faction has the typical structure of one 5 power minion, two 4 power minions, three 3 power minions, and four 2 power minions. This makes a total printed power of 30 power or 3 average power per minion. The actions exist in two double features and the rest as single feature actions. The actions are classified as follows:

* 2x Play on Base Actions: 2x Justice
* 3x Play on Minion Actions: 2x Discover Hideout, 1x Pow!
* 5x Standard Actions: 1x Rehabilitation, 1x Utility Belt, 1x Bruce Wayne's Fortune (Special), 1x Bat Signal, 1x Batmobile

**Cards**

**Titan**

-1x Arkham Asylum: Special: After a base scores where you had a minion but did not win, you may play this Titan on any base.

Ongoing: Other players cannot move minions to or from here.

Special: Before this base scores, you may return another player's minion to it's owners' hand. That minion may be played as an extra minion on the base that replaces this one.

**Minions**

**1x Batman (5):** Play or move Arkham Asylum to here. Ongoing: After one or more other players' minions here are returned to their owner's hands, you may draw a card.

**2x Protege (4):** Ongoing: Once per turn after you play a minion, you may return another player's minion there of power 2 or less to its owner's hand.

**3x Police Connection (3):** Ongoing: Once per turn you may place a +1 power counter on this minion after another player's minion is returned to its owner's hand.

**4x Butler (2):** Ongoing: This minion has +2 power if another player's minion has been returned to their hand this turn.

**Actions**

**2x Justice:** Play on a base. Ongoing: After another player's minion is returned to it's owner's hand here, you may destroy this card to place a number of +1 power counters on your minions here distributed in any way you choose equaling the printed power of the returned minion.

**2x Discover Hideout:** Play on a minion. Ongoing: This minion returns to its owner's hand before this base scores.

**1x : Rehabilitation:** Return another player's minion to their hand. The owner must place that minion on another base. Shuffle this card into your deck.

**1x Utility Belt:** Play two actions.

**1x Bruce Wayne's Fortune:** Special: Play before a base scores. Draw two cards. If another player's minion was returned to its owner's hand this turn, you may play one of the drawn cards as an extra card.

**1x Bat Signal:** Shuffle one of your minions into your deck to search your deck and/or discard pile for Batman and play him there as an extra minion.

**1x Batmobile:** Move one of your minions to another base and return another player's minion with less power there to its owner's hand.

**1x POW!:** Play on one of your minions. Ongoing: After another player's minion here is returned to it's owner's hand, you may destroy this card to give all your minions here +2 power until the end of the turn.

**Bases**

**(17) Bat Cave (3 1 1):** The Winner may return another player's minion to its owner's hand.

**(22) Gotham (4 3 2):** During your turn, before this base scores, you may return another player's minion here to it's owner's hand and the owner may play it on the base that replaces this one.