The Graft

Faction Details & Unit Overview

The Graft logo

The Graft

Color: #e561d4 3 heroes, 6 minions, 4 spires 6 fortress advancements 0 strategies

Description

The residents of Ankar had no idea that if the ecosystem of their islands was ever thrown off-balance, they would risk exposing an existential threat. For too long, the Joining War has raged, and now a voracious mega-organism known as the Graft has arrived to absorb everything in its wake.

The Graft’s Starting Hero, Nucleus, also acts as its mobile Fortress. To be successful with the Graft, you must be mindful of the links between the different elements of your Faction, using Nucleus’s Upgrades and positioning to bolster your spires and promote powerful units.

Set-Up

During island creation, after revealing and orienting your first facedown Isle, place Nucleus on any Valid Hex on that Isle that is on the perimeter of the Play Area. Place your Fortress in front of you, detached from the Play Area.

Minions Promotions And Spires

The Graft’s minions are Promoted by being recycled through spires. Some talents and advancements let you place units underneath Graft spires. These units are treated as [FORTIFICATION_UPGRADE] that only require 1 Damage to be removed. If an Opposing Faction removes a Graft Minion from a Spire, it returns to your Barracks on its Promoted Side. If it is removed for any other reason, it returns to your Barracks on its current side. Once a Minion is Promoted, that specific chip remains Promoted unless a specific effect would demote it.

Nucleus

Do not use the Fortress Gate Health tracker, and instead use the Motility Chip to track Nucleus’s Motility Reservoir, an expendable resource that gives Nucleus more mobility options. The Motility Reservoir starts the game set to 0 but increases by 4 at the start of each Wave. The Motility Reservoir has a maximum of 10. Nucleus does not count towards the Hero restriction and cannot be returned to the Fortress. Other Graft heroes that are Adjacent to Nucleus may optionally choose to return to the Fortress before or after their Movement.

Fortress

The Graft Fortress is Nucleus, and Nucleus’s Health is considered the gate Health for The Graft Faction. When Nucleus is attacked by units, it retaliates like a Fortress Gate, retaliating for 1 Damage each time regardless of its Range and Attack Stat. If this Retaliation defeats an Opposing Unit, Nucleus may still Level Up. Nucleus is considered the Fortress Gate for all game effects and conditions, and therefore there must always be a Path connecting it to each other possible Mark. At the End of the Game, Nucleus’s Health counts as the Fortress Gate Health. Nucleus cannot gain Equipment. When Graft-controlled units are deployed, they deploy to a Valid Hex Adjacent to Nucleus. Nucleus only grants Spire Influence on the Hex Group it is occupying.

Market

Due to its unfathomable horror, no conscious being would fight alongside The Graft. The Graft therefore cannot deploy Merc units (but may still purchase them from the Market).

Fortress Advancements

6 advancements

Helminth Gut

Level 1 : Bloodthirst

When a unit with Infested is defeated, gain 2 Source, regardless as to how it was defeated. When this advancement is purchased, you may promote one rotten worms minion in your barracks.

3 Source
Level 2 : Hemorrhage

Units with Infested now lose 2 health after attacking instead of 1. When this advancement is purchased, you may promote one rotten worms minion in your barracks.

4 Source

Graftport

Level 1 : Neurochemical Hijack

You may now deploy merc units from the market. However, during the Prep Phase, merc units (including heroes) must be grouped with exactly one rotten worms minion under it. This rotten worms may have a lower movement stat. Rotten worms grouped under heroes do not prevent the wave from ending.

2 Source
Level 2 : Mindbreaker

After Nucleus or a merc hero you control defeats an opposing hero, the opposing hero maintains its current upgrades and equipment, recovers health up to half of its health stat (rounded down), returns any Graft chips in its stack to your barracks, and becomes a unit under your control (may exceed hero limit). If the hero has a talent that references its specific faction or faction-specific chips, that talent is ignored.

3 Source

Cytoplasmic Abattoir

Level 1 : Rancor

Gain the rancor die and set it to 0.

Rancor Die: Treat this die as a counter. After an opposing hero or spire defeats one of your units, increase this die by 1. When one of your units attacks an opposing hero or spire, you may decrease this die by any amount to increase the unit’s attack stat by that amount for this turn.

Die Values: 0-5

Dice face
3 Source
Level 2 : Blood Pact

The talent Infest # can be used against opposing heroes. If the hero returns to its fortress, it remains Infested, only losing this talent (and The Graft unit under it) if defeated.

3 Source

Gene Shaper

Level 1 : Advanced Biology

Golgi apparatus and cytosol spires can now be constructed.

4 Source
Level 2 : Reconstruct

After each time a golgi apparatus or cytosol spire is constructed, Nucleus may recover 1 health.

4 Source
Level 3 : Glial Cells

After a Graft spire is constructed, you may immediately upgrade that spire without taking a build action, paying the upgrade Source cost to add one upgrade, ignoring its upgrade capacity.

4 Source
Level 4 : Modular Functions

Gain the module die.

Module Die: When a Graft spire fires, you may

roll this die alongside its attack dice (even if it has no attack dice). Apply its result.

2 Sides: Remove 1 health from any unit in range.

2 Sides: Move a unit adjacent to this spire 1 hex.

2 Sides: Increase the Motility Reservoir by 1.

Dice face
5 Source

Mutagenic Furnace

Level 1 : Haruspicy

After Nucleus defeats an opposing unit, you may look at any facedown landmark (this is not considered exploring it). Then, you may reduce your Motility Reservoir by 1 to explore the landmark.

2 Source
Level 2 : Autophagy

Nucleus adds the following effect to its options when using the Motility talent:

3: After moving adjacent to a Graft spire, you may return that spire to your barracks. Then, you may either have Nucleus recover 1 health for every two upgrades under the spire (ignoring Nucleus’s Bio-Indefinite talent) OR return all Graft units under this spire to your barracks on their promoted side.

5 Source
Level 3 : Metabolic Energy

The Motility Reservoir now has a maximum of 15 (flip the chip to show this). When this advancement is purchased, increase the Motility Reservoir by 4.

3 Source
Level 4 : Autotomy

When Nucleus would lose health, you may reduce the Motility Reservoir by 1 to remove 1 upgrade chip from Nucleus instead. If an upgrade is removed, Nucleus may then move 1 hex.

3 Source

Membrane Barrier

Level 1 : Grafted Snare

On your turn, while Nucleus is not moving, the talents of all opposing units adjacent to Nucleus are ignored.

3 Source
Level 2 : Cytokinesis

When you construct a spire with the Organelle talent, you may add a Graft minion from your barracks with a CP cost of 4 or less as an additional starting upgrade.

3 Source

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