FernGully

## Overview

*The fairies and other denizens of the last rainforest have rallied together to Smash the forces of pollution and industrialization threatening their home! They once lived in harmony with the other factions but Invaders, Truckers, Glory Hounds, and more are all encroaching on nature’s last refuge to plunder its resources. Protect the forest by building it up with power counters, or remove those power counters for a benefit – but remember, if you take too much from the planet, there will be nothing left for the future. As the FernGully faction you will need to balance the forces of growth, decay, destruction, and rebirth into a harmonious Web of Life. Luckily, you have some fairy magic at your disposal – uh, how exactly does that size change spell work again?*

The FernGully faction uses power counters on actions on bases to represent the growth of the rainforest. They must balance an intricate ecosystem with multiple competing goals to activate their cards' abilities at the right times. Although their abilities are very powerful, they must be unlocked to use to their full potential, and they must preserve their rainforest until they are ready to unleash their power.

Image Album: https://imgur.com/a/oaetvRE

## Details

#### General

* Name: FernGully
* Author: ludichrisness
* Complexity: 5/5
* Version: 1.0
* Last updated: Feb 24, 2023

#### Special Details

Although FernGully does not technically use any new mechanics, Sprite (the featured card) is about as close to a new mechanic as you can get while using current wording. Make sure to note some of the Clarifications regarding Sprite and other cards below.

FernGully was featured on Crank It Up as part of Custom Faction Month 2! You can see the in depth video and strategy guide at the link below:

https://www.youtube.com/watch?v=pXQ56TVkr-4

## Cards

#### Breakdown

FernGully has the normal 10 minions and 10 actions. They have a total minion power of 28, or an average of 2.8 per minion. Among their actions, there are:

* 5 play-on-base actions: Old Growths, Spirit of Pollution, The Last Rainforest, Web of Life (2x)
* No play-on-minion actions
* 5 standard actions (3 of which affects one or more minions, **in bold**): **Change Size (2x)**, Clearcutting, **Forest Guardian**, Glamour
* No actions that directly increase a minion's power

#### Minions (10)

* **1x Forest Fairy (5)**: Ongoing: If one of your actions on another base would be destroyed, you may transfer it to this base instead and place a +1 power counter on it.
* **2x Little Logger (3)**: Place a +1 power counter on this minion. Talent: Transfer a +1 power counter from another card here to this minion. Ongoing: If this minion has at least as many +1 power counters as the printed 1st place VP award here, the winner here gains 1 less VP.
* **3x Sprite (3)**: You may play a standard action on a base with its abilities cancelled and place a +1 power counter on it. Ongoing: If there are ever no power counters on one of your face-up standard actions here, immediately resolve its ability as if you had played it from your hand, then destroy it.
* **4x Batbrain (2)**: Place a +1 power counter on every other card on this base. Until the start of your turn, power counters on actions on this base add to its breakpoint.

#### Actions (10)

* **2x Web of Life**: Play on a base. Place a +1 power counter on this card. Talent: Transfer any number of +1 power counters on this action to another card here. Ongoing: At the start of your turn, transfer a +1 power counter to this card from every other card on this base. If there are ever no power counters on this card, destroy it.
* **2x Change Size**: Return a minion or an action on a base to its owner’s hand OR one of your minions gains +3 power until the end of the turn. Special: If this card is not played during your Play Cards phase, then you may use both abilities in any order.
* **1x The Last Rainforest**: Play on a base. Place a +1 power counter on this card. Talent: Remove any number of +1 power counters from this card to draw that many cards. Ongoing: If there are ever no power counters on this card, destroy it. At the start of your turn, place a +1 power counter on this card.
* **1x Spirit of Pollution**: Play on a base. Cancel this action’s abilities until the end of the turn. Ongoing: This base awards no VP when it scores. Remove a +1 power counter from an action on this base at the start of your turn. If there are none to remove, destroy this action.
* **1x Old Growths**: Play on a base and place two +1 power counters on this card. Ongoing: If there are ever no power counters on this card at the start of your turn, reduce the starting breakpoint here to 0 until the end of the turn, then destroy this action.
* **1x Forest Guardian**: Play an extra minion of power 3 or less. You may transfer any number of power counters from one of your other cards there to that minion.
* **1x Clearcutting**: Choose an action with a +1 power counter on it. Remove all +1 power counters from it and/or take control of it until the end of the turn. Special: You may play this before a base scores.
* **1x Glamour**: Destroy one of your actions on a base. Search your deck for an action that can be played on a base and play it there. Place a +1 power counter on it.

#### Bases

* **(13) Sidhe Grove (0 0 0)**: The winner here may take 1 VP from another player.

* **(21) Logging Road (1 2 1)**: Place five +1 power counters on this base after it enters play. After you play a minion here, you may transfer a power counter to it from this base. The winner here gains 1 VP for each power counter on this base.

## Clarifications

* **Batbrain:** If Batbrain moves on the turn he is played, his breakpoint increase ability refers to the base which he is currently on, not the base he was played on.
* **Batbrain, Forest Fairy, Old Growths, Sprite, The Last Rainforest, Web of Life:** Power counters on actions on bases do not add to your power there.
* **Change Size:** The Special ability is triggered at all times outside your own Phase 2. This includes e.g. being uncovered in Phase 1, being played in Phase 3 with a card like Lightning Rescue, or even being played on another player's turn.
* **Forest Fairy:** The action you save is not actually destroyed for the purposes of cards like The Green Knight.
* **Little Logger:** If Little Logger has sufficient power counters, you yourself also stand to lose a VP if you win this base.
* **Sprite:** After a standard action is played on a base like this, it is considered a play-on-base action for all purposes. After it is later trigered by Sprite's ability, it is destroyed when it would normally go to the discard pile as part of its resolution. If it goes somewhere else during the resolution of its ability (e.g. Wand of Dowsing) then it is no longer present to be destroyed. If it would go somewhere else instead of the discard pile (e.g. Time Walk) then the current player can decide which mandatory event happens first. However, if it is transferred to another base during this stage (e.g. with Forest Fairy) then it is still the same action as it has not left play, and a card like Time Walk would still go to the bottom of the deck.

## Strategy

#### Published

* **Time Travellers**
* **[To be added]**