Cyborg Apes


Quick gameplay tips

  • Cyberback is best used the turn after a big play, as a surprise recovery from losing a lot of strength. If you pile actions onto it from your hand its ability is practically useless, you're best getting the most value out of it by replaying all your actions that have previously been used up.
  • The Cyborg Apes' main strength is in making one minion very large. Their best candidate for this (excluding Cyberback when described above) is Baboom, as it allows you to play a talent on it as an extra action. From hand this can give you a +7 power spike (3 minion power, +3 from Cyberevolution and +4 from Juiced Up) and could go even further with other cards already in play!
  • Be careful not to hoard too many actions! All Cyborg Ape minions benefit from having actions played on them, so don't be tempted to hang onto cards for ages in search of a combo or 'ideal' minion to play them on. Clyde 2.0 sends actions that would go to your discard pile into your hand instead, so don't worry about playing actions that you think might get destroyed. And you've always got Cyberback...

Gameplay

In the interest of not getting my face ripped off by Cyberback i will say that i do NOT hate bananas and they are the supreme fruit

Despite what the weird Christians try and tell you humans evolved from apes, but the apes tweren't content with being out-evolved and have resorted to the power of technology. Not that they really needed it because they are terrifyingly strong already but now they're mechanical. Ergo, Cyborg Apes. Cyapes. These not-monkeys like to augment their minions by playing lots of actions on them, making them much bigger than everyone else's minions. This stackathon is largely enabled by Juiced Up, a card that gives a minion +2 power for each action played on it and obviously favours choosing a minion to grant divine mechanical power to. Reliance on a big minion can often be exploited by sneaky opponents, and classically leaves that faction vulnerable to losing all their power after scoring one base. The Cyborg Apes have good ways to combat this, Cyberback and Clyde 2.0 are minions that either prevent or make use of their on-minion actions going to the discard pile. Shielding makes a minion (relatively) safe from enemy actions, and Flying Monkey is an action that lets you move a big minion to a new base after a base scores, saving all that valuable investment. The Cyborg Apes' main weakness is their speed, for a faction that likes building up power they lack a lot of extra card plays to make it happen. Baboom is their only extra play machine in their faction, and that's specifically only on-minion actions.