Groups are a card type whose effects and benefits work well with certain Factions of cards.
Note Funding Cost
Groups cost 3F to deploy.
A Group card enters play in its controller’s Think Tank area.
- Group cards benefit friendly creatures only. They have no effect on opposing creatures.
- A player’s Group card cannot be removed from play by their opponents as long as their Active Zone has at least one Creature of the group’s faction residing.
- When a player has no Creatures of the same Faction to defend, the Group card can be removed with a single Discredit attack from a valid Creature.
Group cards listed by Set and Subtype
DROP01 - Fake Tech
Faction
Faction cards (1)
Zaibatsu
Zaibatsu cards (1)
DROP02 - Bum Legion 2099 & F.E.M.A.C.U.B.E.3
Cabal
Cabal cards (2)
Clique
Clique cards (1)