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Cyberback

In a daring raid on a top-secret research facility, apes stole the latest in cybernetic enhancements, and are now enacting their centuries-old plan to take over the world! Combining their natural athleticism and powerful strength with high-tech augmentations, these apes will go bananas all over your opponents!

- Science Fiction Double Feature rulebook

The Cyborg Apes are one of the 4 factions from the Science Fiction Double Feature set.

Soup up your minions with powerful play-on-minion enhancements.

Other factions from the same set: Shapeshifters, Super Spies, Time Travelers.

Cards[]

Cyborg apes

The Cyborg Apes have the usual 10 minions and 10 actions. The total minion base power (not counting any abilities) is the usual 30 or an average of 3 per minion. Several abilities (Furious George, Juiced Up, etc.) boost minion power beyond its base value.

Among their actions, there are:

  • 8 play-on-minion actions: Cyberevolution (2x), Flying Monkey, Juiced Up, Missing Uplink, Monkey on Your Back, Shielding (2x),
  • 0 play-on-base actions,
  • 2 standard actions (none of them affect minions): Going Bananas, Monkey See, Monkey Do,
  • 3 actions that directly increase a minion's power: Cyberevolution (2x), Juiced Up.

Minions[]

1x Cyberback - power 5 - Ongoing: You may play actions onto this minion from your discard pile instead of from your hand. FAQ

2x Clyde 2.0 - power 4 - Ongoing: If your actions played on minions here go to the discard pile, you may place them into your hand instead. FAQ

3x Baboom - power 3 - Talent: Play an action on this minion as an extra action. FAQ

4x Furious George - power 2 - Ongoing: Has +1 power for each action played on it. FAQ

Actions[]

2x Cyberevolution - Play on a minion. Ongoing: This minion has +3 power. FAQ

1x Flying Monkey - Play on a minion. Special: After this base scores, you may move this minion to another base instead of the discard pile. Destroy this action. FAQ

1x Going Bananas - Choose a base. Destroy other players’ actions played on that base and on minions there. FAQ

1x Juiced Up - Play on a minion. Ongoing: This minion has +2 power for each action on it (including this one). FAQ

1x Missing Uplink - Play on your minion. Ongoing: Draw an additional card at the end of your turn. FAQ

1x Monkey on Your Back - Play on your minion. Talent: Destroy another player’s minion here of power 4 or less. Place this card on the bottom of your deck. FAQ

1x Monkey See, Monkey Do - Reveal the top 5 cards of your deck. Place any number of actions revealed into your hand. Shuffle the rest into your deck. FAQ

2x Shielding - Play on a minion. Ongoing: This minion and other actions on it are not affected by other players’ actions. FAQ

Cyborg Apes

Bases[]

Clarifications[]

Here are the official clarifications as they appear in The Bigger Geekier Box rulebook:

Flying Monkey: You cannot move the minion to the base that replaces the scored base.

Missing Uplink: The end of the turn is after the Draw Two Cards phase, so you don’t check for hand size after Missing Uplink’s draw.

Shielding: When played on a minion, destroy other players’ actions on that minion (since they are affecting the minion). This card does not protect itself, but if both Shieldings are on the same minion, they protect each other.

Mechanics[]

Top to bottom, beginning to end, Cyborg Apes are all about playing actions on minions. All their minions have abilities that make play-on-minion actions easier to use, more flexible, or more rewarding. Cyborg Apes are not complicated, although their play-on-minion enhancements have diverse effects, including card draws, defense, and of course bonus power. You can stack all your actions on one minion if you choose; Cyberback makes a good candidate since it can reuse Flying Monkey.

Synergy[]

The Apes' reliance on their one pillar means they do well with every faction that adds to that pillar. Cyborg Apes have simple access to a lot of bonus power, so they do well with typical supportive factions granting extra card plays and draws, mobility, etc.

  • Fairies: Fairies have lots of play-on-minion actions such as Daisy Chain, Leaf Armor, and Ladybug, and their extra minion and action plays can help Apes accelerate their gameplan.
  • Shapeshifters: Being able to duplicate an action like Juiced Up is seriously sweet.
  • Werewolves: Moontouched and Leader of the Pack are play-on-minion actions that reward you for having the most power on a base, something Apes are good at achieving. Great Wolf Spirit allows Babooms to play two extra actions each.
  • Changerbots: Changerbots have lots of useful play-on-minion actions: Cesium Armor, Change Into a Gun, The Touch, Flighterizer, Matrix of Bossiness, and Passengers. Change Into a Gun is especially nasty with Clyde 2.0, as it will destroy itself and thus return to your hand on your next turn, allowing you to use it again. In this beast war, transform and go primal!
  • The Nightmare Before Christmas: Clyde 2.0 will instantly return Ghostly Presents to your hand after they destroy themselves, and Babooms are power 3 minions you can play using Ghostly Presents, allowing you to potentially swarm a base with Clyde, 1-3 Babooms, and either an extra minion or a different action such as Cyberevolution or Monster Garland. Lock, Shock, and Barrel can play Flying Monkey using their special, allowing you to save any minion you want after the base scores. Sandy Claws Outfit can save Silverback, and Jack Skellington can also recur Flying Monkey. This is quite possibly the best partner for Cyborg Apes so far.

External Strategy Guides[]

FAQ[]

Questions on Cyberback[]

Q: Can I play a standard action from my discard pile with Cyberback's ability? Provided that the action at least directly affects Cyberback of course.

A: No, only actions that say "Play on a minion" (or a similar wording) can be played with Cyberback. You cannot use its ability to play "play on a base" actions, nor standard actions.

Rule: Only "play on a minion" actions are played on a minion.

Q: How many actions can I get from my discard pile with Cyberback's ability?

A: Short answer: as many as the action plays that you obtain. In more details, to use Cyberback's ability, you must have at least one action play to use. Whether or not you have any actions in hand to play doesn't matter. Cyberback's ability allows you to use your actions play to play actions from your discard pile instead of from your hand, with the restriction that they must be played on Cyberback. Of course, if the action play already has some restrictions, you must still respect them. For example, Space Knight's talent allows you to bank an extra action with the restriction that it must directly increase the power of one of your minions. You can convert this action play with Cyberback's ability to play an action from your discard pile onto Cyberback, but the action must still directly increase the power of one of your minions.

Rule: Do exactly what the card says.

Q: With Baboom, I bank an extra action, can I use Cyberback's ability and play the extra action on Cyberback instead?

A: No. When you use Baboom's talent, you do bank an extra action, but it has the restriction that the action must be played on Baboom. If you want to use Cyberback's ability on that action play, you must still respect its existing restrictions, so you must find an action in your discard pile that you can play on both Baboom and Cyberback. No such action exists, so you can't do it.

Rule: Do exactly what the card says.

Q: I play Neophyte, and reveal an action from the top of my deck. Since this is an extra action, can I use Cyberback's ability and play an action from my discard pile instead?

A: No. When you play Neophyte, if you decide to play the revealed action, then it must be that action and you must respect that restriction, and it must be played immediately. Therefore, Cyberback's ability can't be used because that action is obviously not in the discard pile.

Rule: Do exactly what the card says.

Rule: Extra cards that refer to a specific card must be played immediately or not at all.

Q: With Change of Venue, I place one of my actions in play into my hand and can replay it as an extra action. This is a banked action play, right? So I can use Cyberback's ability and play an action from my discard pile instead, right?

A: No. When you play Change of Venue, if you decide to play the placed action, then it must be that action and you must respect that restriction, and it must be played immediately. Therefore, Cyberback's ability can't be used because that action is obviously not in the discard pile.

Rule: Do exactly what the card says.

Rule: Extra cards that refer to a specific card must be played immediately or not at all.

Q: With Change of Venue, I place one of my play-on-a-minion actions in play into my hand and can replay it as an extra action. If I manage to discard it through some means before actually playing it (for example, I play Cyberback on Haunted House and discard the action I just got back), can I use Cyberback's ability to play the discarded action from the discard pile using the extra action I got from Change of Venue?

A: No, because Change of Venue applies to a specific card, the extra action play must be done immediately or not at all, and so cannot be saved for later. If you don't play the action immediately, then the extra action play is lost.

Rule: Extra cards that refer to a specific card must be played immediately or not at all.


Questions on Clyde 2.0[]

Q: Does my Clyde 2.0's ability work after a base scores? Do I get my actions played on minions there back into my hand?

A: Yes.[1]

Rule: Do exactly what the card official answer says.

Q: If my Clyde 2.0 is destroyed, do I get my actions played on him back into my hand?

A: Yes.[1]

Rule: Do exactly what the card official answer says.

Q: I already have ten cards in hand. Something happens (a base scores, a minion with my action on it is destroyed, etc.) that allows me to place my play-on-minions actions into my hand. What happens? Are they discarded anyway? Or do I get them and then immediately choose cards to discard?

A: You may get them back and you don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards. So, if it happens during another player's turn, you keep all the cards and can therefore play your next turn with more than ten cards in hand.

Rule: You wait until your Draw 2 Cards phase to discard down to 10; if your hand is bigger than 10 at other times of the game, that’s okay.

Q: Can Clyde 2.0 be used to get Flying Monkey back?

A: It depends. The order of resolution is first to move the minion with Flying Monkey to another base, then destroy Flying Monkey. If Clyde 2.0 is still on the base the minion is moved from, then no. If Clyde 2.0 is on the base the minion is moved to, then yes. If Clyde 2.0 is the minion moved, then yes as well.

Rule: For an ability to respond to a trigger, its card needs to be in play when the triggering event happens.

Q: If Clyde 2.0 has Flying Monkey and after the base it's on is scored, do I have to move Clyde 2.0 immediately? What if I want to save my actions played on other minions on the scoring base?

A: Flying Monkey is activated during the step where all the after-scoring cards are activated/played, but is not resolved until the step where all the cards on the base are discarded, so Clyde 2.0 is still on the base when the actions on other minions are discarded and can therefore save them before moving.

Rule: During the Score Bases step where the cards are discarded, all the cards on the scored base are discarded simultaneously. That's when the cards with "instead of the discard pile" are resolved.

Q: After a base scores, all cards on it are discarded. Since this concerns several cards, the current player decides the order in which the cards are discarded. So, they can decide to discard Clyde 2.0 first, then all actions on minions so that Clyde 2.0's ability can't work on them because it is not in play anymore. Is that correct?

A: No. After a base scores, during the step when all cards on the base are discarded, all the cards are discarded at the same time. There's no order to decide, so Clyde 2.0's ability works and Clyde 2.0's controller can retrieve them without any problem.[2]

Rule: During the Score Bases step where the cards are discarded, all the cards on the scored base are discarded simultaneously.

Q: After a base with Clyde 2.0 scores, if there are other players' actions attached to my minions, are they also placed in my hand?

A: Clyde 2.0 does nothing to other player's actions. It only affects your actions, i.e. actions that you control.

Rule: "Your action" means "an action that you control".

Q: Another player played one of my "play-on-a-minion" actions with Mass Enchantment. If Clyde 2.0 is on the same base and the action goes to the discard pile (so my discard pile, because I own it), can I place it in my hand instead? I don't control it but I "own" it, so it's "my" action, i.e. I "have" it, right?

A: Clyde 2.0 does nothing to other player's actions. It only affects your actions, i.e. actions that you control. Your opponent played the action, so they control it, whether or not they own it.

Rule: "Your action" means "an action that you control".

Q: If I take control of another player's Clyde 2.0 before a base scores, do I get to retrieve my actions on minions there after the base scores?

A: Yes. You control Clyde 2.0, so you can use its ability and retrieve your actions played on minions on the scoring base.

Rule: "You" on a minion, action or titan means the controller of the card.

Q: Can I use Clyde 2.0 to place play-on-minion treasure actions into my hand?

A: No. Except for cards that specifically target treasure cards, treasure cards always go to their own discard pile when they leave play.

Rule: Monsters and treasures go to their own discard pile when they leave play.


Questions on Baboom[]

Q: Which actions can I play with Baboom's talent?

A: Only actions that say "Play on a minion" (or a similar wording). You cannot use its talent to play "play on a base" actions, nor standard actions.

Rule: Only "play on a minion" actions are played on a minion.

Q: As the extra action, can I play an action that targets Baboom without being attached to it? (e.g. Augmentation)

A: No. Only actions that say "Play on a minion" (or a similar wording) can be played as the extra action.

Rule: Only "play on a minion" actions are played on a minion.

Q: I play Baboom on a base with Flame Trap. Flame Trap says to resolve Baboom's ability, so I can play Shielding on it to protect it from Flame Trap. Is that correct?

A: No. When you play a minion, you do have to resolve its abilities first, but a talent isn't among the abilities you resolve at that moment. So, you play Baboom, resolve its ability by doing nothing, and Flame Trap destroys Baboom.

Rule: When you play a card, an ability that starts with "Talent:" is never resolved immediately.

Q: Can you use Baboom's talent and play an Argonaut instead of the extra action?

A: No, Argonaut can never be played on a minion and so it can't meet Baboom's restriction.

Rule: Check Argonaut's clarification.


Questions on Furious George[]

Q: Does Furious George get +1 power from actions that target it without being attached to it? (e.g. Augmentation)

A: No. Only actions that say "Play on a minion" (or a similar wording) give it +1 power.

Rule: Only "play on a minion" actions are played on a minion.

Q: Does Furious George keep its power boost after the end of the turn?

A: It keeps the power boost as long as the actions are attached to it.

Rule: An Ongoing ability lasts for as long as the card is in play, and/or it triggers at some later time while in play.


Questions on Cyberevolution[]

Q: Can you play it on a minion in stasis?

A: No, cards in stasis cannot be affected by cards that do not explicitly state they work on cards in stasis.

Rule: Cards in stasis may not be affected by, or chosen as the target of, any ability that does not refer to stasis.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it says "Play on a minion", which means that it is not a standard action.

Rule: Definition of "standard".


Questions on Flying Monkey[]

Q: This card says "Special: After this base scores", does it mean I can play it from my hand during the after-scoring step?

A: No. It says "Special: After this base scores", not "Special: After a base scores", so its ability refers to the base it's on, or to the base the minion it's attached to is on. Therefore, the action must already be in play for its ability to be relevant.

Rule: Abilities that say "Before/When/After this base scores" can only be activated if the card is on the scoring base, if the card is attached to a minion on the scoring base or if the card is the scoring base itself.

Q: It just says "Play on a minion." Does it mean that I can play this on another player's minion? If so, who decides where the minion is moved after the base scores?

A: Yes, you can play it on another player's minion. Because you're the one who played it, you're the action's controller, so you're the one who decides where the minion moves.

Rule: "A minion" means "any minion in play".

Rule: If you play an action on another player's minion, you're still the action's controller.

Rule: "You" on a minion, action or titan means the controller of the card.

Q: Can I move the minion to the base that replaces the scoring base?

A: No. The minion can only be moved during the step where the cards are discarded. The base is replaced after this step, so the minion would have already been moved.

Rule: Check the steps for Phase 3.

Q: After a base scores, a minion with Flying Monkey is moved. What happens the other actions attached to the minion? How about +1 power counters on the minion?

A: They are moved along with the minion.

Rule: When a minion or titan moves, anything attached to the minion or titan goes with it and stays attached.

Q: Can Clyde 2.0 be used to get Flying Monkey back?

A: It depends. The order of resolution is first to move the minion with Flying Monkey to another base, then destroy Flying Monkey. If Clyde 2.0 is still on the base the minion is moved from, then no. If Clyde 2.0 is on the base the minion is moved to, then yes. If Clyde 2.0 is the minion moved, then yes as well.

Rule: For an ability to respond to a trigger, its card needs to be in play when the triggering event happens.

Q: If Clyde 2.0 has Flying Monkey and after the base it's on is scored, do I have to move Clyde 2.0 immediately? What if I want to save my actions played on other minions on the scoring base?

A: Flying Monkey is activated during the step where all the after-scoring cards are activated/played, but is not resolved until the step where all the cards on the base are discarded, so Clyde 2.0 is still on the base when the actions on other minions are discarded and can therefore save them before moving.

Rule: During the Score Bases step where the cards are discarded, all the cards on the scored base are discarded simultaneously. That's when the cards with "instead of the discard pile" are resolved.

Q: After the base scores, I move the minion to another base, bringing the total power there above its breakpoint, does the base break on this turn or on the next player's turn?

A: On this turn. You finish scoring steps for the current base, then check if any base still needs to be scored. If that's the case, you must score them.

Rule: After you are done with the scoring of a base, check if any of the remaining bases are ready to score.

Q: An opponent plays this card on one of their minions. If I transfer it to one of my minions, e.g. with Tinx or Rules Lawyer, I have control of it, so after this base scores, I can choose to move my minion to another base, right?

A: No, transferring an action doesn't make you its controller and transferring it to a different player's minion doesn't grant that player control of the action. The action's controller simply doesn't change. So, the player who played it still controls it, and therefore the action only addresses them and the ability must be interpreted from their point of view. So "you" means "they". In summary, you transferred the action to one of your minions, but it's the player who originally played Flying Monkey who will be able to decide whether your minion will move or not, not you.

Rule: When you transfer an action, it doesn't change controller.

Q: Can you play it on a minion in stasis?

A: No, cards in stasis cannot be affected by cards that do not explicitly state they work on cards in stasis.

Rule: Cards in stasis may not be affected by, or chosen as the target of, any ability that does not refer to stasis.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it says "Play on a minion", which means that it is not a standard action.

Rule: Definition of "standard".


Questions on Going Bananas[]

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it doesn't affect any minions in play and so its effect can't be copied. Yes, destroying an action affects that action, but not the card (minion or base) it is on.

Rule: Definition of "affect".


Questions on Juiced Up[]

Q: Can you play it on a minion in stasis?

A: No, cards in stasis cannot be affected by cards that do not explicitly state they work on cards in stasis.

Rule: Cards in stasis may not be affected by, or chosen as the target of, any ability that does not refer to stasis.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it says "Play on a minion", which means that it is not a standard action.

Rule: Definition of "standard".


Questions on Missing Uplink[]

Q: When is the card drawn?

A: The card says "at the end of your turn", which means during the End Turn phase of each of your turns.

Rule: "The end of your turn" means "the End Turn (phase 5) of the current turn" for deadlines if you're the current player, "the End Turn (phase 5) of your upcoming turn" for deadlines if you're not the current player, or "the End Turn (phase 5) of each of your turns" for effects that happen at that time.

Q: It says to play it on "my minion". Can I play it on a minion I own that I don't control? I don't control it but I "own" it, so it's "my" minion, right?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

Rule: "Your minion" means "a minion that you control".

Q: If I already have 10 cards in hand when I draw the extra card, do I discard down to 10?

A: No. You only discard down to 10 during the Draw Cards phase (phase 4) of your turn. With Missing Uplink, the card is drawn after this phase is passed, so you don't discard down to 10.

Rule: You wait until your Draw 2 Cards phase to discard down to 10; if your hand is bigger than 10 at other times of the game, that’s okay.

Rule: "The end of your turn" means "the End Turn (phase 5) of the current turn" for deadlines if you're the current player, "the End Turn (phase 5) of your upcoming turn" for deadlines if you're not the current player, or "the End Turn (phase 5) of each of your turns" for effects that happen at that time.

Q: An opponent played Missing Uplink on one of their minions. Can I play Tinx to steal it even though it says "Play on your minion"? If so, who gets to draw the additional card?

A: Yes, you can transfer it to one of your minions. "Play on your minion" is only a requirement for playing the card. Once transferred, however, the action doesn't change controller, so it's still your opponent's card and therefore its ability applies to them, not you. They will still continue to draw an extra card at the end of their turn.

Rule: When you transfer an action, it doesn't change controller.

Q: Can you play it on a minion in stasis?

A: No, cards in stasis cannot be affected by cards that do not explicitly state they work on cards in stasis.

Rule: Cards in stasis may not be affected by, or chosen as the target of, any ability that does not refer to stasis.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it says "Play on your minion", which means that it is not a standard action.

Rule: Definition of "standard".


Questions on Monkey on Your Back[]

Q: It says to play it on "my minion". Can I play it on a minion I own that I don't control? I don't control it but I "own" it, so it's "my" minion, right?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

Rule: "Your minion" means "a minion that you control".

Q: It's my turn and I have Monkey on Your Back on a minion in play. I haven't used this talent yet. Before its base scores, can I use Monkey on Your Back's talent?

A: No. Monkey on Your Back's ability is a talent, therefore it can only be activated during your Play Cards phase (phase 2).

Rule: A talent can only be used during your Play Cards phase.

Q: I play a card with a talent that can affect Brownie (e.g. Snow White, Monkey on Your Back). If I use the talent on Brownie, do I discard cards?

A: No. A talent is not activated when you play a card and Brownie only activates from the card being played.

Rule: When you play a card, an ability that starts with "Talent:" is never resolved immediately.

Q: I play Monkey on Your Back on one of my minions on Changing Room. If I use Monkey on Your Back's talent, does it give +1 power to my minion because of Changing Room's ability?

A: No, Changing Room's ability only applies to the minion's talent, either an original talent or one granted by an ability-giving action. Monkey on Your Back doesn't grant the minion an ability, its ability is its own.

Rule: A play-on-minion action doesn't give an ability to the minion it is attached to.

Q: An opponent plays this card on one of their minions. If I transfer it to one of my minions, e.g. with Tinx or Rules Lawyer, I have control of it, so I can use its talent and if I do, it goes on the bottom of my own deck, right? Or does the "Play on your minion" prevent me from transferring it to my minions.

A: No, transferring an action doesn't make you its controller and transferring it to a different player's minion doesn't grant that player control of the action. The action's controller simply doesn't change. Also, you can transfer it to your minions; "Play on your minion" is simply a restriction for when the action is played, and is no longer relevant once the action is in play and doesn't further restricts how the action can be transferred (because transferring is different than playing!) So, the player who played it still controls it, and therefore the action only addresses them and the ability must be interpreted from their point of view. So "your deck" means "their deck" (though the general rule is the card will go back to the owner, regardless of whoever controls it) and "another player" means "one of their opponents". In summary, only they can use Monkey on Your Back's talent, not you.

Rule: When you transfer an action, it doesn't change controller.

Rule: When a card that others can see goes to the hand, deck or discard pile, it goes to the one belonging to the card’s owner.

Q: Can you play it on a minion in stasis?

A: No, cards in stasis cannot be affected by cards that do not explicitly state they work on cards in stasis.

Rule: Cards in stasis may not be affected by, or chosen as the target of, any ability that does not refer to stasis.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it says "Play on your minion", which means that it is not a standard action.

Rule: Definition of "standard".


Questions on Monkey See, Monkey Do[]

Q: If I reveal a card I don't own, what happens?

A: There are two different paths for the revealed card:
- If it's an action and you choose to place it into your hand, it goes to its owner's hand, that's because the other players can see who owns the card and the card changes location.
- Otherwise, it's shuffled into its owner's deck, that's because the other players can see who owns the card and the card changes location.

Rule: When a card that others can see goes to the hand, deck or discard pile, it goes to the one belonging to the card’s owner.

Q: After playing this card, I have more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: You wait until your Draw 2 Cards phase to discard down to 10; if your hand is bigger than 10 at other times of the game, that’s okay.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it doesn't affect any minions in play and so its effect can't be copied.

Rule: Do exactly what the card says.


Questions on Shielding[]

Q: Does Shielding protect actions that were already played on the minion or actions that are played later on it?

A: Both. As long as Shielding is in play, it protects any of your actions played on the minion.

Rule: Do exactly what the card says.

Rule: If there are no limits, there are no limits.

Q: An opponent plays Bear Hug (or Unfathomable Goals, Griefer, Out of Sight), forcing me to affect one of my minions. Can I choose my minion with Shielding on it? If so, does Shielding protect it?

A: First of all, you can indeed choose any of your minions, but you must choose one if you have any in play. Secondly, since the cause of the affect is "another player's action", then yes, Shielding protects it, even if the card makes you do the affect.

Rule: The card you target may be immune to the effects of the ability you are performing, but it is still a valid target.

Q: Can I use Disenchant on Shielding?

A: Yes. Shielding doesn't protect itself (unless the minion has both Shielding on it, in which case each Shielding protects the other). Also, removing action from a minion doesn't count as affecting the minion.

Rule: Definition of "affect".

Q: Can I play Shielding on another player's minion? If so, what happens?

A: Sure, you can. What happens is the minion can no longer be affected by other players' actions. "Other players" being any player, except you, so even the actions played by the minion's controller can no longer affect it. Moreover, if that minion has any actions controlled by other players, including that minion's own controlle, then those actions are destroyed/discarded!

Rule: "A minion" means "any minion in play".

Rule: If you play an action on another player's minion, you're still the action's controller.

Rule: "Other players" on a minion, action or titan means everyone except the controller of the card.

Rule: If you play an action on another player's minion and that action protects that minion from "other players' cards/abilities/minions/actions", it also protects that minion from the cards/abilities/minions/actions of that minion's own controller, including that minion's own abilities if relevant.

Rule: If a minion or a base becomes immune to certain cards or actions, any such cards that are already attached to it are immediately destroyed, since having a card attached is an effect.

Q: Can I use Poison to destroy Shielding?

A: No. Attaching an action to a minion counts as Affecting the minion, so you cannot play Poison on an Shielded minion in the first place.

Rule: Definition of "affect".

Q: If a minion already has an action on it played by another player, would playing Shielding on it remove their action?

A: Yes. Since the action is currently affecting the minion ("having an action attached" is considered as affecting), Shielding prevents that action from affecting your minion any longer. So it can't remain attached to it and is therefore destroyed.

Rule: If a minion or a base becomes immune to certain cards or actions, any such cards that are already attached to it are immediately destroyed, since having a card attached is an effect.

Rule: Check Shielding's clarification.

Q: Shielding is played on a minion, as well as other actions, so Shielding protects the minion and its actions from being cancelled, but Shielding doesn't protect itself. Another player plays Potion of Paralysis, and since it cancels the effect of several cards at the same time, the current player decides the order, right? So they can choose to cancel Shielding first to remove its protection, then cancel the minion's ability and finally the other actions' abilities in any order, right?

A: No. Potion of Paralysis's cancellation ability happens simultaneously to all the cards, so there's no order to decide. You first evaluate which abilities can be cancelled, then cancel them all at the same time. Shielding was protecting the minion and its actions during that step, so Shielding's ability is cancelled, but not the minion's, nor the other actions'.

Rule: When a single effect makes one player affect multiple cards, they are all affected at the same time.

Q: If I play both Shieldings on the same minion, that pretty much makes him unstoppable, right?

A: No. He can still be affected by minion abilities, like Ninja Master, Supreme Overlord, Bear Cavalry, etc. Shielding isn't nearly as powerful as it looks. However, if you also play Incorporeal on the minion, then he's pretty much unstoppable.

Rule: Do exactly what the card says.

Q: An opponent plays this card on one of their minions. If I transfer it to one of my minions, e.g. with Tinx or Rules Lawyer, I have control of it, so my minion and my other actions played on it are protected, right?

A: No, transferring an action doesn't make you its controller and transferring it to a different player's minion doesn't grant that player control of the action. The action's controller simply doesn't change. So, the player who played it still controls it, and therefore the action only addresses them and the ability must be interpreted from their point of view. So "other players" means "their opponents". In summary, what you just did by transferring the action to your minion is make it unaffectable by any player that isn't the action's controller (so you included!)

Rule: When you transfer an action, it doesn't change controller.

Q: Can you play it on a minion in stasis?

A: No, cards in stasis cannot be affected by cards that do not explicitly state they work on cards in stasis.

Rule: Cards in stasis may not be affected by, or chosen as the target of, any ability that does not refer to stasis.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: - If you're asking about when Shielding is played, it doesn't interact with them at all, because it says "Play on a minion", which means that it is not a standard action.
- If you're asking about when you copy an effect onto an opponent's minion with Shielding protecting it, then the minion isn't affected. Note that Shielding only protects against other player's actions, so if Shielding's controller plays a standard action, you can copy it with Dancing King and have it affect the minion with Shielding, bypassing its protection because the minion is considered as being affected by its own controller's action.
- If you're asking about when an opponent's minion with Shielding protecting it is directly affected by your standard action and you want to copy that, then it's not possible because the minion isn't affected by your action and because no minion was affected, you can't copy the effect.
- If you're asking about when an opponent's minion with Shielding protecting it is directly affected by that player's standard action and you want to copy that, then you can indeed copy it the same way.

Rule: "Can't" trumps "can".

Rule: Definition of "standard".

Trivia[]

  • The artist is Brynn Metheney.
  • Their divider (available in The Big Geeky Box and The Bigger Geekier Box) features Cyberback.
  • Furious George is a reference to Curious George.
  • Clyde 2.0 is a reference to Clyde from the movie Every Which Way But Loose.
  • A Pirate is being assaulted in Monkey on Your Back.
  • Flying Monkey is the first non-standard action to receive a Special ability.

In other languages[]

Language Name
French Singes cyborgs
German Cyborg-Affen
Italian Scimmie Cyborg
Portuguese Macacos Ciborgues
Spanish Simios cíborgs


Science Fiction Double Feature
Factions: Cyborg Apes  •  Shapeshifters  •  Super Spies  •  Time Travelers
Mechanics: Titans (optional, since the TITANS Event Kit)
Sets
Main: Core Set  •  Awesome Level 9000  •  The Obligatory Cthulhu Set  •  Science Fiction Double Feature  •  Monster Smash  •  Pretty Pretty Smash Up  •  Smash Up: Munchkin  •  It’s Your Fault!  •  Cease and Desist  •  What Were We Thinking?  •  Big in Japan  •  That ’70s Expansion  •  Oops, You Did It Again  •  World Tour: International Incident  •  World Tour: Culture Shock  •  Smash Up: Marvel  •  Smash Up: Disney Edition  •  10th Anniversary  •  Excellent Movies, Dudes!
Big Boxes: The Big Geeky Box  •  The Bigger Geekier Box
Event Kits: All Stars Event Kit  •  TITANS Event Kit
Booster Packs: Smash Up All Stars  •  Smash Up Sheep Promo  •  Smash Up Penguins  •  Smash Up TITANS  •  Dead Reckoning Promo  •  Smash Up Goblins  •  Smash Up Knights of the Round Table  •  Smash Up Teens
Cancelled: World Tour Event Kit

References[]

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