Mega Troopers




Quick gameplay tips
- Don't sweat Megabot's slightly counterintuitive play conditions, you've got 3 other cards that allow you to play it. Red Trooper is shown above, and 'Form Megabot!' is an action you have 2 copies of that allows you to play Megabot. And don't sweat where you play Megabot either, if Red Trooper's up then you'll be able to move the big guy around freely, and its ongoing ability lets it move to important scoring bases as it pleases.
- Your main strength is special abilities before a base scores, so to get the most value out of these try and manipulate your opponents into scoring bases for you rather than popping them on your turn. This maximises your impact on the board, as you spread your influence even across other players' turns!
- Red Trooper is a heavy shenanigans card, by allowing you to have 2 Titans on the board at once! This is a strategy that depends on your choices in the pre-game draft, some Titans for your consideration are Dagon (Innsmouth), Walking Castle (Magical Girls) or Invisible Ninja (Ninjas).
Gameplay
Just when you thought your turn was your turn your turn was in fact not your turn
Mega Troopers! They're Troopers and they're Mega! Their style is lulling opponents into a false sense of security, only to pull together at the last minute to win a base with the power of teamwork and giant robots. They specialise in 'Special' abilities, more specifically Specials just before a base scores. Lots of their minions have a special ability that can be used before or after a base scores, with utility like moving a minion to the scoring base or returning a minion to their hand after scoring. Their main powerhouse minions are Blue Trooper (above) and Black Trooper (3 power - gains +1 power until the end of the turn whenever a Special ability is used), these minions are the keystones to a successful power push by using their other utility cards to support them. The real big cheese player is Megabot, who provides all their minions on its base with +1 power and can move to bases before they score - goofing off on an uncontested base and superhero landing when the time is right. The Mega Troopers can get the most use out of all their abilities by forcing their opponents to score bases, the main way they do this is through 'Omega Protocol', which provides a quite frankly ridiculous breakpoint reduction on enemy turns. This puts the Mega Troopers at a massive advantage, as they can force a high-VP base to score early before their opponents can set up a strong counter presence to the Troopers' mischief. Their main weakness is this reliance on enemy turns, as skilled players will recognise what they're trying to do and play around it. Especially regarding 'Omega Protocol', the huge reduction on one base can allow clever players to score multiple bases in one turn - forcing the Mega Troopers to spread their resources thin and lose out on 1st place points.