Centurions

## Overview

*For the last several centuries, one organization has dedicated itself to serving in secrecy. Over countless lifetimes, in countless universes, HAVOC has been planting bases for nefarious purposes, and only the Centurions can Smash them. But they cannot do it alone, as though they exist in every world, they are native to none of it. Every 100 years, they awaken to restore balance to the Smashverse, and today, they rise once more.*

### Details

#### General

* **Name:** Centurions
* **Author:** Bandit
* **Complexity:** 3/5
* **Version:** 1.0
* **Last Updated:** 07/24/23

#### Special Details

This faction is meant to be a celebration of 100 Smash Up factions, with a heavy emphasis on easter eggs, meta references, and intimate Smash Up details.

## Cards

https://drive.google.com/drive/folders/1EprMdTixAJn69TIuvuRKkKnbXlejrUTN?usp=sharing

### Breakdown

Centurions have the standard set of 10 minions and 10 actions. They have a total minion power of 30, or an average of 3 per minion. Their actions feature:

* 3 play-on-minion actions: Minion Modifier (2x), Owned By Any Player
* 2 play-on-base actions: Rules Expert Timing, Base Modifier
* 5 standard actions, [1] of which directly affect one or more minions (in **bold**): Smashed Up (2x), Choices, **Faction Balance**, Big Phat Lewt
* 4 actions that directly increase a minion's power: Minion Modifier (2x), Base Modifier, Faction Balance

### Minions (10)

* **1x Leader (5):** Special: Before any base scores,  if you have a minion there, reveal cards from your deck until you reveal cards from two different factions. Set aside the first card you reveal from one of the factions. Shuffle all remaining cards into your deck, then draw or play the chosen card.
* **2x Elite (4):** Ongoing: At the end of your turn, reveal the top two cards of your deck. If they are not the same faction, draw any number of them; otherwise, place them on the top or bottom of your deck in any order.
* **3x Soldier (3):** Play a card of another faction.
* **4x Recruit (2):** Talent: This minion gains +1  power until the start of your next turn for each different ability type on the abilities of your other minions here.

### Actions (10)

* **2x Minion Modifier:** Play on one of your minions. Talent: Move this minion to another base, OR give it +1 power until the start of your next turn.
* **2x Smashed Up:** Shuffle a card from each player's discard pile into your deck.
* **1x Base Modifier:** After the first turn you play a minion here each turn, it either gains a +1 power counter or +2 power until the end of the turn, then you may move this card to another base.
* **1x Big Phat Lewt:** Special: Play when a base scores. Each player draws cards equal to their printed reward there.
* **1x Choices:** Once this turn, when you would use an ability that says OR, you may use another part of that ability in any order. Play a minion of power 3 or less, OR play a minion modifier, OR play a base modifier, OR play a standard action.
* **1x Faction Balance:** Reveal your hand. Your minions gain total power counters equal to the number of pairs of cards from different factions. Play an action.
* **1x Owned By Any Player:** Play on one of your minions. Ongoing: This minion has the ability, "Special: Before this base scores, shuffle up to 1 minion here with less power than this minion into your deck."
* **1x Rules Expert Timing:** Ongoing: After you play another card here as an extra card, if you played it immediately, draw a card; otherwise, you may shuffle a card from your discard pile into your deck.

### Bases

* **(24) Smashdinavia (3 1 0):** Before this base scores, note the power totals of each player here. When this base scores, each player gains 1 VP if they overtook another player in position here.

* **(20) Temple of Timing (3 1 1):** Before this base scores, the active player may resolve the on-play ability of one of their minions here that was not played this turn. The player to their right may use the Talent of one of their minions here. All other players draw two cards.

## Clarifications

* **Leader:** Assuming you reveal 2 or more cards, you will either be playing the first card or the last card you reveal. Shuffle cards you do not own into your deck because this clarification says so.
* **Elite**: Revealed cards you do not own go back into your deck because this clarification says so.
* **Recruit:** Current ability types include On-Play (Soldier), Talent (Recruit), Ongoing (Elite), and Special (Owned By Any Player). Future abilities may apply as they are invented.
* **Smashed Up:** Shuffle cards you do not own into your deck because this clarification says so.
* **Choices:** Choices combines with Spirit of the Forest to allow another OR option to trigger, but you cannot choose the same option twice with either card.
* **Faction Balance:** Cards are only counted once no matter how many pairs they can make if more than two factions are present.
* **Base Modifier:** Base Modifier can trigger multiple times per turn, once per base.
* **Owned By Any Player:** This is a mandatory special for the purpose of determining order of Specials. Shuffle cards you do not own into your deck because this clarification says so.

## Strategy

### General

The Centurions want to use every bit of Smash Up knowledge to their advantage while maximizing their partner deck. They have to pay careful attention to how many cards of each faction they have. Elites can stock your hand well or set up Leader plays. They have power that can extend beyond their turn for Come At Me plays. They suppress rival plays by being able to add opponent cards from their discard in to their deck.

### Partner Suggestions

The Centurions were designed to be compatible with any deck due to their extreme flexibility

#### Published

* Shapeshifters
* Werewolves
* Fairies
* Super Spies

## Author Notes

This is gonna get very, very embellished later

## Reviews

* Leave a review for your faction, or keep this open-ended so others can post reviews.