The Uprising

Faction Details & Unit Overview

The Uprising logo

The Uprising

Color: #e5ebf5 1 heroes, 2 minions, 2 spires, 2 tokens 6 fortress advancements 0 strategies

Description

The Uprising is primarily made up of Market chips, so you’ll need to be flexible to take advantage of their full potential. Use your units’ strengths to take on various ops, and consider defeating your own units when they’re weak to deny Source rewards to your opponents. Finally, don’t forget the power of multiple deploy points via building new waygates

Set-Up

When you Select The Uprising as your Faction, place the 4 Uprising waygates beside your Barracks. Place all other Uprising units and spires in your Barracks. Then, create the Market stack and draw from it until you have 2 minions, 1 Hero, 2 spires, and 1 Equipment, placing these chips in your Barracks. Set aside any chip drawn that would go above these limits and shuffle them back into the Market stack when finished.

During island creation, after revealing and orienting your first facedown Isle, place a waygate on any Hex on that Isle that is Adjacent to a valid Path Hex. Your Fortress should be placed in front of you, detached from the Play Area.

Market

You do not pay Source when making purchases from the Market. Place purchased units and spires in your Barracks and purchased Equipment and earthscapes beside your Barracks. After the Market Phase and before the Build Phase, an additional phase called the Draft Phase occurs. During this phase, which is open to only you, you may take up to 3 turns. On each Turn you may perform one of the following options:

• Purchase a Market chip from the offerings at no cost and refill the Market as normal

• Discard and refill all Market chip offerings

Waygates

Your Fortress is detached from the island and exists on the mainland. It is traveled to and from by your units using waygates. You start with 1 waygate In Play and can have up to 4 total waygates over the course of a game. They are put into play through the use of Build Waygate on Netorut. Since your opponents cannot access your Fortress, severing the connection to your Fortress is your opponents’ objective. They do this by attacking your waygates just as they would a Fortress Gate.

Your Fortress Gate Health represents your connection to your Fortress. Your waygates function as Fortress gates and should be treated as Fortress gates for all gameplay purposes. Waygates give you Influence over the Isle they are on.

If your Fortress Gate Health is reduced to 0, your connection is lost. If the game does not end, Turn all waygates In Play to their destroyed side. When you repair your Fortress Gate, flip one of your destroyed waygates back to its waygate side.

When an opponent declares The Uprising as their Mark and you have multiple waygates In Play, they must specifically declare which waygate their Mark is. If a marked waygate is destroyed, factions with that waygate as their Mark must immediately choose a different Mark. Their new Mark may be another waygate or a different Faction’s Fortress.

Destroyed waygates are not treated as Fortress gates and cannot be interacted with.

Units and Spires

While you do not pay Source Cost for Market purchases, you must pay the Source Cost of Merc spires when you construct them, of Equipment when you equip them, and of earthscapes when you place them. You must always consider Merc units’ Source Cost to be their CP Cost. This includes when you are selecting units for Deployment in the Prep Phase.

Instead of placing your Deployment Stack on your Fortress Gate, Deployment stacks are placed on waygates. If you have multiple waygates In Play, you may divide your selected units into separate Deployment stacks on each waygate. When deploying, you must deploy from your waygates in order of closest to your Mark. Units on a waygate are treated the same as units in a Fortress Gate.

Your units may Attack other units under your Control but are not forced to do so. Your Faction does not gain Source rewards when defeating its own units

Fortress Advancements

6 advancements

Spatial Research Station

Level 1 : Waygate Defenses

You may construct spires on any non-path hex adjacent to a waygate.

3 Source
Level 2 : Waygate Feedback

Each waygate now deals 2 damage when retaliating.

5 Source

Thieves' Den

Level 1 : Treasure Contract

When a unit you control reveals a landmark, gain 2 Source.

4 Source
Level 2 : Hunting Contract

All of your units are considered to have Hunter in addition to their other talents.

Hunter: When attacking a landmark, deal +1 damage.

3 Source
Level 3 : Bounty

Gain the reward die.

Reward Die: Once per wave. At the end of your turn during the Onslaught Phase, you may roll this die and place it on any active unit. If your faction defeats this unit, gain the reward shown on the die in addition to the reward on the defeated unit.

2 Sides: Double the unit’s Source reward

2 Sides: 4 Source or +2 CP next wave

2 Sides: Relic

Dice face
4 Source

Headquarters

Level 1 : Almlew Infrastructure

Gain +2 CP during each Prep Phase.

5 Source
Level 2 : Advance Team

You can have up to 3 heroes in play at the same time.

5 Source
Level 3 : Conquest Protocols

Your heroes may be equipped with up to 2 equipment each. During the Prep Phase, equipment may be added to heroes that are in play.

5 Source

The Rogue Garrison

Level 1 : Signing Bonus

Gain the signing bonus die.

Signing Bonus Die: At the start of your turn during the Market Phase, you may roll this die. If you purchase a market chip that matches what you rolled, gain +1 CP during the Prep Phase.

2 Sides: Merc Minion

2 Sides: Merc Hero

1 Side: Merc Spire

1 Side: Equipment

Dice face
2 Source
Level 2 : Loyalist Initiative

Immediately draw 2 market chips and place them separate from the rest of the market offerings. These market chips are considered part of the market offerings, and are refreshed at the start of each Market Phase, but may only be acquired by you.

3 Source
Level 3 : Black Market

Equipment may be equipped to minions.

4 Source

Reconstruction Labs

Level 1 : Trade Secrets

Once per wave. During your turn in the Onslaught Phase, you may return one of your spires to your barracks and gain Source equal to half of its Source cost, rounded up.

4 Source
Level 2 : Scavenger Teams

When one of your units defeats a spire, place the last upgrade to be removed from that spire beside your barracks. When upgrading one of your spires, this upgrade may be added at no Source cost, ignoring upgrade capacity.

4 Source
Level 3 : Retrofit Workshop

Gain the spire capacity die.

Spire Capacity Die: As a build option during the Build Phase, you may roll this die and place it on one of your spires in play. This wave, that spire’s upgrade capacity is increased by the rolled result. The cost of all upgrades added to this spire this wave is 2 Source each. Return this die to your fortress at the end of the wave.

4 Sides: 2

2 Sides: 3

Dice face
3 Source

Covert Ops

Additional Info

(All Covert Ops advancements are Level 1 and can therefore be purchased in any order.)

Level 1 : Low Risk Op

If one of your units defeats a unit with a greater health stat than it, gain +1 CP during the next Prep Phase.

*Remove this advancement when completed or at the end of the wave.

2 Source
Level 1 : High Risk Op

If a minion you control defeats a hero, gain +3 CP during the next Prep Phase.

*Remove this advancement when completed or at the end of the wave.

3 Source
Level 1 : Infiltration Op

After its movement, if one of your minions is adjacent to an opposing fortress gate, you may remove it from the game. If you do, choose a fortress advancement structure of an opposing faction. In the next wave, that faction cannot purchase or use any advancements in that structure.

*Remove this advancement at the end of the wave

3 Source

Top Strategies

No Strategies Yet

Be the first to share a strategy for this faction!