Spacegirl Squad

## Overview

"Sector Gamma, Clear. Sector Delta, Clear. Cosmo-Commander to HQ, there's a disturbance in Sector Epsilon; there's some sort of nonsensical base smashing taking place. Sending troops there immediately, permission to use absurdly high firepower. Over."

The Spacegirl Squad are ready to protect the board from excessive smashing, even if it means doing some excessive smashing themselves. Equipped with tons of unstable power they're prepared to get first place, whether it's their turn or not.

## Details

### General

* Name: Spacegirl Squad
* Author: CaptainCosmic
* Complexity: 2.5/5
* Version: 2.0
* Last Updated: November 4th, 2023

### Special details

Attention soldier! If you get deja vu from some of this cards, all good! It's because this faction was created using the Hello World! prompt.

### Breakdown

Spacegirl Squad has the standard 10 minions and 10 actions. They have a total minion power of 30, or an average of 3 power per minion. Among their actions there are:

* 3 play-on-minion actions: Precautionary Measures, 2x Proton Pack.
* 1 play-on-base action: The Harvester 3000.
* 6 standard actions (6 that affect one or more minions, in **bold**): **Emergency Relocation, Just Following Orders, Potent Disruption, 2x Sentinel Tactics, Strategic Deployment.**
* 5 actions that directly increase a minion's power: Emergency Relocation, Potent Disruption, 2x Sentinel Tactics, Strategic Deployment.

### Minions (10)

* **1x Cosmo-Commander (5):** Talent: Move another minion with power greater than its printed power to another base.
* **2x HQ Tactician (4):** Talent: If the power of one of your minions here has increased this turn, give that minion +2 power until the end of the turn.
* **3x Field Trooper (3):** Ongoing: After this minion loses power at the end of a turn, place +1 power counters on it equal to the power lost.
* **4x Star Stroller (2):** Give another minion here +2 power until the end of the turn.

### Actions (10)

* **2x Proton Pack:** Play on a minion. Talent: This minion gains +2 power until the end of the turn.
* **2x Emergency Relocation:** Move one of your minions to another base and use a talent on it or on an action played on it an extra time.
* **1x Sentinel Tactics:** Give +3 power until the end of the turn spread among any minions. Special: You may play this card before a base scores.
* **1x Just Following Orders:** Special: Before a base scores where you're not winning, destroy a minion there with power less than your minion with the most power there.
* **1x Potent Disruption:** Choose one of your minions. Destroy a minion of power 3 or less at its base to give it +3 power until the end of the turn.
* **1x Precautionary Measures:** Play on a minion. Special: Before any base scores, you may play an action that directly affects this minion as an extra action.
* **1x Strategic Deployment:** Play an extra minion of power 3 or less. Give it +1 power until the end of the turn.
* **1x The Harvester 3000:** Play on a base. Talent: If one of your minions here has power greater than its printed power, draw a card.

### Bases

* **(21) Smashia Prime (4 3 1):** After the first time each turn you play a card that changes the power of any minion here, place a counter on this base. All bases' breakpoints are reduced by 1 for every two counters on this base.
* **(15) The Colony… In SPACE! (2 1 1):** After this base scores, all minions in other bases gain +1 power until the end of the turn.

## Clarifications

* **Sentinel Tactics:** You can distribute the power however you like. Example: you can give a single minion +3 power; or give one minion +2 power and give a second minion +1 power.
* **The Colony… In SPACE!:** This base's ability is mandatory, which means it triggers before any other specials after a base scores. For example, a First Mate on The Colony… In SPACE! wouldn't gain +1 power after it moves away from the base, because First Mate's special ability is optional (the base's ability would have finished resolving by then).

## Strategy

### General

In the nature of Hello World! This faction's ten premade cards focus on giving power until the end of the turn to your minions (HQ Tactician, Proton Pack) and gaining benefits from the power increases in your minions (Field Trooper, The Harvester 3000) with some glue to open up a variety of interactions (Potent Disruption, Strategic Deployment).

This version of the Hello World! prompt amps up the power increases focus on the deck, getting as a result a faction that has the potential of making a big burst of power in your turn, with the proper setup; making slow plays first, then follow with a sudden base break.

Field Troopers can help you build up power on a base, whether you're trying to make little footprint or baiting your opponents into a base.The faction is also equipped with a variety of special actions that can help you steal the first place in a base.

Cosmo-Commander can move any minion whose power has been increased, including opposing minions. This can lead up to some surprise waste strategies when played on tandem with Sentinel Tactics.

### Partner Suggestions

This faction has very little card draw, limited to a conditional one card per turn (The Harvester 3000), as well as only one extra play (Strategic Deployment), so it is a slow faction by nature, partners who can grant or speed up the access to their stronger cards will do well with them.

### Published

* **Grannies:** In addition to manipulating the deck to find quickly their best cards, grannies have strong recursion cards. Great Grandma's multiple power boosts can be used to get the right amount of +1 power counters on Field Troopers and also combo with Cosmo-Commander and other power activation cards in the faction.

### Custom

* **Engineers:** Potent Disruption is a great target for Master Builder, Mechanic and Improved Model. The Spacegirl minions are good targets for engineered Gear Shift plays. Cosmo-Commander and HQ Tactician are good candidates for Fine Tuning; with the latter still being quite easy to achieve the talent's prerequisite being amped up to two minions; and the former making a double score more efficient on a later turn.

## Author Notes

* This faction was made with the Hello World! prompt.
* The art for the faction was made with Dream AI.
* The font used for card names is 256 Bytes, in all caps and italics.
* Feedback and ideas provided by ludichrisness, Lonan and Berryl. Many thanks!

The theme for this faction was a repurposing of some AI generated art I had sitting in a folder, intended for a friend's roleplaying campaign that didn't happen. The abilities, helped by the Hello World! template, were designed to give the faction an identity of big burst plays, looking to resemble what The Board Game Bandit calls "Im coming for you" playstyle (I'm still uncertain if they do). I think this faction has very straightforward cards, that can be used in multiple contexts, the most interesting of them being getting a surprise first place in a base. I hope you enjoy playing with the faction! Don't forget to check out the other Hello World factions!