<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://smashup-rulebook.alderac.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Krecord21</id>
	<title>smashup-rulebook - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://smashup-rulebook.alderac.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Krecord21"/>
	<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/wiki/Special:Contributions/Krecord21"/>
	<updated>2026-10-03T00:07:29Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Ghosts&amp;diff=3704</id>
		<title>Ghosts</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Ghosts&amp;diff=3704"/>
		<updated>2026-09-27T04:10:19Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1010 CoverPhoto Ghosts.png|none|frame|Illustrated by: Yating Sun]]&lt;br /&gt;
&lt;br /&gt;
======&#039;&#039;[https://connect.forgefire.games/products/smash-up-ghosts Purchase the Ghosts Faction on Forgefire!]&#039;&#039;======&lt;br /&gt;
&#039;&#039;In that darkest night at the old mansion an eerie light shone through the attic windows... even though no one was home. Ethereal ghosts gain power by having less of the tangible world. The faster you empty your hand, the stronger these spooks become!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghosts are from the &#039;&#039;&#039;Awesome Level 9000 set&#039;&#039;&#039; and have a Titan card: the &#039;&#039;&#039;Creampuff Man&#039;&#039;&#039;&lt;br /&gt;
======Complexity Level: HIGH======&lt;br /&gt;
======Mechanics======&lt;br /&gt;
*&#039;&#039;&#039;Having Few Cards In Hands&#039;&#039;&#039;&lt;br /&gt;
===Cards - Minions===&lt;br /&gt;
======1x Spectre======&lt;br /&gt;
[[File:SU1010 AwesomeLevel9000 Ghosts10.png|none|thumb|420x420px|Illustrated by: Yating Sun]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Special: If you have 2 or fewer cards in your hand, any time you can play a minion, you can play this card from your discard pile instead.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This can substitute for playing a generic extra minion (c.f., Hidden Ninja, Commission), but not for playing a specific extra minion (c.f., Hoverbot, Sprout, Tenacious Z). You cannot play Spectre if it does not meet the extra minion’s conditions (c.f. Homeworld, Secret Grove). &lt;br /&gt;
&lt;br /&gt;
======2x Haunting======&lt;br /&gt;
[[File:SU1010 AwesomeLevel9000 Ghosts8.png|none|thumb|420x420px|Illustrated by: Yating Sun]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Ongoing: If you have two or fewer cards in your hand, this minion has +3 power and is not affected by other players’ cards.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*Since it is Ongoing, this ability does not activate while it’s in your hand.&lt;br /&gt;
======3x Spirit======&lt;br /&gt;
[[File:SU1010 AwesomeLevel9000 Ghosts5.png|none|thumb|420x420px|Illustrated by: Yating Sun]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Choose a minion. You may discard cards equal to its power to destroy it.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======4x Ghost======&lt;br /&gt;
[[File:SU1010 AwesomeLevel9000 Ghosts4.png|none|thumb|420x420px|Illustrated by: Yating Sun]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - You may discard a card from your hand.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
===Cards - Actions===&lt;br /&gt;
======1x Across the Divide======&lt;br /&gt;
[[File:SU1010 AwesomeLevel9000 Ghosts20.png|none|thumb|420x420px|Illustrated by: Yating Sun]]&lt;br /&gt;
Choose a card name. Place any number of minions with that name from your discard pile into your hand.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======1x Door to the Beyond======&lt;br /&gt;
[[File:SU1010 AwesomeLevel9000 Ghosts18.png|none|thumb|420x420px|Illustrated by: Yating Sun]]&lt;br /&gt;
Play on a base. Ongoing: If you have two or fewer cards in your hand, each of your minions here has +2 power.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======2x Ghostly Arrival======&lt;br /&gt;
[[File:SU1010 AwesomeLevel9000 Ghosts14.png|none|thumb|420x420px|Illustrated by: Yating Sun]]&lt;br /&gt;
You may play an extra minion and/or an extra action.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 2x Incorporeal ======&lt;br /&gt;
[[File:SU1010 AwesomeLevel9000 Ghosts16.png|none|thumb|420x420px|Illustrated by: Yating Sun]]&lt;br /&gt;
Play on one of your minions. Ongoing: This minion is not affected by other players’ cards.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======1x Make Contact======&lt;br /&gt;
[[File:SU1010 AwesomeLevel9000 Ghosts17.png|none|thumb|420x420px|Illustrated by: Yating Sun]]&lt;br /&gt;
Play on a minion. If  you have any cards in your hand, destroy this action. Otherwise, take control of this minion. Ongoing: After this action leaves play, give control of this minion to its owner.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (can be played with other cards in hand, but is destroyed immediately if so) and Wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======1x Séance======&lt;br /&gt;
[[File:SU1010 AwesomeLevel9000 Ghosts19.png|none|thumb|420x420px|Illustrated by: Yating Sun]]&lt;br /&gt;
If you have 2 or fewer cards in your hand, draw until you have 5 cards.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*When playing Séance, do not count it toward the cards in your hand. &lt;br /&gt;
======1x Shady Deal======&lt;br /&gt;
[[File:SU1010 AwesomeLevel9000 Ghosts12.png|none|thumb|420x420px|Illustrated by: Yating Sun]]&lt;br /&gt;
If you have two or fewer cards in your hand, gain 1 VP.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======1x The Dead Rise======&lt;br /&gt;
[[File:SU1010 AwesomeLevel9000 Ghosts11.png|none|thumb|420x420px|Illustrated by: Yating Sun]]&lt;br /&gt;
Discard any number of cards. Play an extra minion from your discard pile with power less than the number of cards you discarded.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
===Cards - Bases===&lt;br /&gt;
======1x Haunted House======&lt;br /&gt;
[[File:SU1010 AwesomeLevel9000 Ghosts22.png|none|thumb|420x420px|Illustrated by: Yating Sun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 18 - VPs: 4 3 2 - After a player plays a minion here, that player must discard a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======1x The Dread Gazebo======&lt;br /&gt;
[[File:SU1010 AwesomeLevel9000 Ghosts23.png|none|thumb|420x420px|Illustrated by: Yating Sun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 20 - VPs: 4 2 1 - Players cannot play actions on this base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
===Card - Titan===&lt;br /&gt;
&lt;br /&gt;
====== 1x Creampuff Man ======&lt;br /&gt;
[[File:SU1010 AwesomeLevel9000 Ghosts21.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
Special: On your turn, you may play this titan if you have no cards in your hand. Ongoing: You have +5 power here minus the number of cards in your hand (minimum 0). Talent: Choose a standard action in your discard pile. Discard a card to play the chosen action as an extra action. Place it on the bottom of your deck instead of the discard pile.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes (cannot play the card you discard)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*A standard action is one that is not played on a base or on a minion, but simply played, resolved, and discarded.&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Zombies&amp;diff=3703</id>
		<title>Zombies</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Zombies&amp;diff=3703"/>
		<updated>2026-09-27T04:08:58Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1008 CoverPhoto Zombies.png|none|frame|Illustrated by: Dave Allsop]]&lt;br /&gt;
&lt;br /&gt;
======&#039;&#039;[https://connect.forgefire.games/products/smash-up-zombies Purchase the Zombies Faction on Forgefire!]&#039;&#039;======&lt;br /&gt;
“They’re coming to get you, Player 2.” It&#039;s hard to keep a good walker down. Zombies just keep coming back, and sometimes they come in waves. Sending zombies to the discard pile isn&#039;t “so long,” it&#039;s just “see you later!”&lt;br /&gt;
&lt;br /&gt;
Zombies are from the &#039;&#039;&#039;Core (base game) set&#039;&#039;&#039; and &#039;&#039;&#039;do not&#039;&#039;&#039; have a Titan card.&lt;br /&gt;
======Complexity Level: LOW======&lt;br /&gt;
======Mechanics======&lt;br /&gt;
*TBD&lt;br /&gt;
===Cards - Minions===&lt;br /&gt;
======1x Zombie Lord======&lt;br /&gt;
[[File:SU1008 CoreSet Zombies10.png|none|thumb|420x420px|Illustrated by: Dave Allsop]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - You may play an extra minion of power 2 or less from your discard pile on each base where you have no minions.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You determine which bases you have no minions on when you play Zombie Lord. You may play only one extra minion on each of those bases even if those minions move away. You must play those extra minions immediately.&lt;br /&gt;
&lt;br /&gt;
======2x Grave Digger======&lt;br /&gt;
[[File:SU1008 CoreSet Zombies8.png|none|thumb|420x420px|Illustrated by: Dave Allsop]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - You may place a minion from your discard pile into your hand.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======3x Tenacious Z======&lt;br /&gt;
[[File:SU1008 CoreSet Zombies5.png|none|thumb|420x420px|Illustrated by: Dave Allsop]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Special: On your turn you may play this card from your discard pile as an extra minion. You may only use the ability of one Tenacious Z each turn.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You can only use its ability during the Play Cards phase of your turn. You can only use one Tenacious Z ability per turn, even from the same card.&lt;br /&gt;
&lt;br /&gt;
======4x Walker======&lt;br /&gt;
[[File:SU1008 CoreSet Zombies.png|none|thumb|420x420px|Illustrated by: Dave Allsop]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Look at the top card of your deck. Discard it or return it to the top of your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
===Cards - Actions===&lt;br /&gt;
======2x Grave Robbing======&lt;br /&gt;
[[File:SU1008 CoreSet Zombies16.png|none|thumb|420x420px|Illustrated by: Dave Allsop]]&lt;br /&gt;
Place a card from your discard pile into your hand.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======1x Lend a Hand======&lt;br /&gt;
[[File:SU1008 CoreSet Zombies14.png|none|thumb|420x420px|Illustrated by: Dave Allsop]]&lt;br /&gt;
Shuffle any number of cards from your discard pile into your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This does not get shuffled into the deck with the other cards.&lt;br /&gt;
&lt;br /&gt;
======1x Mall Crawl======&lt;br /&gt;
[[File:SU1008 CoreSet Zombies18.png|none|thumb|420x420px|Illustrated by: Dave Allsop]]&lt;br /&gt;
Search your deck for any number of cards with the same name and place them into your discard pile. Shuffle your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======1x Not Enough Bullets======&lt;br /&gt;
[[File:SU1008 CoreSet Zombies19.png|none|thumb|420x420px|Illustrated by: Dave Allsop]]&lt;br /&gt;
Place any number of minions with the same name from your discard pile into your hand.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======1x Outbreak======&lt;br /&gt;
[[File:SU1008 CoreSet Zombies15.png|none|thumb|420x420px|Illustrated by: Dave Allsop]]&lt;br /&gt;
Play an extra minion on a base where you have no minions.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======1x Overrun======&lt;br /&gt;
[[File:SU1008 CoreSet Zombies13.png|none|thumb|420x420px|Illustrated by: Dave Allsop]]&lt;br /&gt;
Play on a base. Ongoing: Other players cannot play minions on this base. Destroy this action at the start of your turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======2x They Keep Coming======&lt;br /&gt;
[[File:SU1008 CoreSet Zombies11.png|none|thumb|420x420px|Illustrated by: Dave Allsop]]&lt;br /&gt;
Play an extra minion from your discard pile.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======1x They&#039;re Coming To Get You======&lt;br /&gt;
[[File:SU1008 CoreSet Zombies20.png|none|thumb|420x420px|Illustrated by: Dave Allsop]]&lt;br /&gt;
Play on a base. Ongoing: Once on your turn, you may play a minion here from your discard pile instead of from your hand.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (now once per turn)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You can use the minion play from the discard pile instead of either a regular minion or a generic extra minion play (e.g. Abduction), as long as it happens during your Play Cards phase. You cannot use it instead of a specific extra minion play (e.g. Hoverbot).&lt;br /&gt;
&lt;br /&gt;
===Cards - Bases===&lt;br /&gt;
======1x Evans City Cemetery======&lt;br /&gt;
[[File:SU1008 CoreSet Zombies21.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 20 - VPs: 5 3 2 - After this base scores, the winner discards his or her hand and draws five cards.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======1x Rhodes Plaza Mall======&lt;br /&gt;
[[File:SU1008 CoreSet Zombies22.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​​Breakpoint 24 - VPs: 0 0 0 - When this base scores, each player gains 1 VP for each minion that player has here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*All players get VPs from this ability, even if there are more than three players there.&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Robots&amp;diff=3702</id>
		<title>Robots</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Robots&amp;diff=3702"/>
		<updated>2026-09-27T04:07:51Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1005 CoverPhoto Robots.png|none|frame|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&lt;br /&gt;
======&#039;&#039;[https://connect.forgefire.games/products/smash-up-robots Purchase the Robots Faction on Forgefire!]&#039;&#039;======&lt;br /&gt;
Captains of industry built the robots, and then the robots took over and made the process even more efficient! Now they can churn out more little, highly specialized bots than their enemies can handle. Oh, and a few massive ones as well....&lt;br /&gt;
&lt;br /&gt;
Robots are from the &#039;&#039;&#039;Core (Base game) set&#039;&#039;&#039; and &#039;&#039;&#039;do not&#039;&#039;&#039; have a Titan card.&lt;br /&gt;
======Complexity Level: LOW======&lt;br /&gt;
======Mechanics======&lt;br /&gt;
*TBD&lt;br /&gt;
===Cards - Minions===&lt;br /&gt;
======1x Nukebot======&lt;br /&gt;
[[File:SU1005 CoreSet Robots10.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Ongoing: After this minion is destroyed, destroy each other player’s minions on this base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======2x Warbot======&lt;br /&gt;
[[File:SU1005 CoreSet Robots8.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Ongoing: This minion cannot be destroyed.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======3x Hoverbot======&lt;br /&gt;
[[File:SU1005 CoreSet Robots5.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Reveal the top card of your deck. If it is a minion, you may play it as an extra minion. Otherwise, return it to the top of your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You must play or return the minion immediately.&lt;br /&gt;
&lt;br /&gt;
======4x Zapbot======&lt;br /&gt;
[[File:SU1005 CoreSet Robots.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - You may play an extra minion of power 2 or less.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======1x Microbot Alpha======&lt;br /&gt;
[[File:SU1005 CoreSet Robots11.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 1&#039;&#039;&#039; - Ongoing: Gains +1 power for each of your other Microbots. All of your minions are considered Microbots.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* All of your non-Microbot minions are also considered Microbots, while still being considered their original selves. This only applies to minions in play, not those in the hand or discard pile. But since this ability is ongoing, the amount of power gain changes as other Microbots come and go.&lt;br /&gt;
&lt;br /&gt;
======1x Microbot Archive======&lt;br /&gt;
[[File:SU1005 CoreSet Robots14.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 1&#039;&#039;&#039; - Ongoing: After one of your Microbots (including this one) is destroyed, draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======2x Microbot Fixer======&lt;br /&gt;
[[File:SU1005 CoreSet Robots15.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 1&#039;&#039;&#039; - If this is the first minion you played this turn, you may play an extra minion. Ongoing: Each of your Microbots gains +1 power.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If both Fixers are in play,  each Microbot had +2 power, including both Fixers.&lt;br /&gt;
&lt;br /&gt;
======2x Microbot Guard======&lt;br /&gt;
[[File:SU1005 CoreSet Robots12.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 1&#039;&#039;&#039; - Destroy a minion on this base with power less than the number of minions you have here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======2x Microbot Reclaimer======&lt;br /&gt;
[[File:SU1005 CoreSet Robots17.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 1&#039;&#039;&#039; - If this is the first minion you played this turn, you may play an extra minion. Shuffle any number of Microbots from your discard pile into your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
===Cards - Actions===&lt;br /&gt;
======2x Tech Center======&lt;br /&gt;
[[File:SU1005 CoreSet Robots19.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
Choose a base. Draw one card for each of your minions there.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
===Cards - Bases===&lt;br /&gt;
======1x Factory 436-1337======&lt;br /&gt;
[[File:SU1005 CoreSet Robots21.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​​Breakpoint 25 - VPs: 2 2 1 - When this base scores, the winner gains 1 VP for every 5 power that player has here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* 436-1337 is leetspeak for &amp;quot;AEG-LEET&amp;quot;.&lt;br /&gt;
======1x The Central Brain======&lt;br /&gt;
[[File:SU1005 CoreSet Robots22.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&lt;br /&gt;
​​​Breakpoint 19 - VPs: 4 2 1 - Each minion here has +1 power.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Robots&amp;diff=3701</id>
		<title>Robots</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Robots&amp;diff=3701"/>
		<updated>2026-09-27T04:07:17Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1005 CoverPhoto Robots.png|none|frame|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&lt;br /&gt;
======&#039;&#039;[https://connect.forgefire.games/products/smash-up-robots Purchase the Robots Faction on Forgefire!]&#039;&#039;======&lt;br /&gt;
Captains of industry built the robots, and then the robots took over and made the process even more efficient! Now they can churn out more little, highly specialized bots than their enemies can handle. Oh, and a few massive ones as well....&lt;br /&gt;
&lt;br /&gt;
Robots are from the &#039;&#039;&#039;Core (Base game) set&#039;&#039;&#039; and &#039;&#039;&#039;do not&#039;&#039;&#039; have a Titan card.&lt;br /&gt;
======Complexity Level: LOW======&lt;br /&gt;
======Mechanics======&lt;br /&gt;
*&#039;&#039;&#039;Swarming&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Utility Minions Instead Of Actions&#039;&#039;&#039;&lt;br /&gt;
Robots overwhelm bases with swarms of tiny minions and big minions. They exemplify certain aspects of an AI run wild: automated construction, synchronized coordination, super-weapons, purpose-built units, and working for the good of the whole. They have nanobots, they have mid-sized soldiers, they have lumbering behemoths.&lt;br /&gt;
======Strategy======&lt;br /&gt;
Ironically, Robots&#039; most powerful minion, rather than the one with highest printed power, Nukebot, is one of the ones with the lowest: Microbot Alpha. Robots are good at churning out multiple minions turn after turn, and abilities like that of Microbot Alpha leverage that high output into real strategic strength. It is difficult to calculate the maximum and average potency of Alpha, but just a little preparation busts out 10 or more power when you play it. That&#039;s an outstanding Big Drop, but you can alternatively keep it around to prolong the benefits of the Microbot brotherhood.&lt;br /&gt;
&lt;br /&gt;
Robots have a few ways to protect their minions. Warbots are simply indestructible. Microbot Archive and Nukebot reward you and punish your opponents when your minions are destroyed. Be mindful playing Microbot Guard. Technically, if it has any valid targets, it must destroy one of them, including allies or itself.&lt;br /&gt;
&lt;br /&gt;
Microbot Reclaimers shuffle select cards into your deck. They are most efficient when your deck is nearly empty. The two of them can recycle each other along with your other Microbots, packing your deck with exactly the Microbots you want theoretically forever. &lt;br /&gt;
======Synergy======&lt;br /&gt;
As the epitome of factions that play extra minions, Robots match best with others that play similarly.&lt;br /&gt;
&lt;br /&gt;
*  &#039;&#039;&#039;[[Zombies]]&#039;&#039;&#039;: - Extremely potent, the moment you break a base you can bring the swarm right back onto the field.&lt;br /&gt;
* &#039;&#039;&#039;[[Innsmouth]]&#039;&#039;&#039;: - While normally a rather weak faction, Innsmouth augments Robots&#039; ability to field large numbers of minions and multiply their power. Zapbots simultaneously add power on the field and help you play The Locals. Additionally, Robots offer more minions of the same name than usual, but note that to a Microbot, all Microbots are equal, but to Innsmouth, all Microbots are not equal.&lt;br /&gt;
* &#039;&#039;&#039;[[Ghosts]]&#039;&#039;&#039;: - Playing extra cards helps you empty out your hand and trigger the Ghosts&#039; conditions.&lt;br /&gt;
* &#039;&#039;&#039;Hydra&#039;&#039;&#039;: - This deck goes really fast, being one of the fastest decks in the game. Hour of Destiny tutors out Robots&#039; best minions such as Microbot Alpha and Microbot Fixer, while Reactivate Agents and Secret Reserves just get them back. Zapbot is a free minion because everything you really want to play has power &amp;lt;=2, and Nukebot wipes out every other player&#039;s minion if you sacrifice it to Red Skull or another Talent, an excessively brutal effect that is similar to Terraforming in heads-up and possibly better than it with any more players, since they don&#039;t get points at all. The deck&#039;s only weakness is that it cannot remove base modifiers and Red Skull dies to Assassinate and similar cards. However, with Microbot Archive in play, Red Skull&#039;s Talent can draw three cards. However, unlike Zombies, they cannot reshuffle actions or minions with power 3 or greater. This deck also plays well with Hoverbot. The main problem of not being able to reshuffle is moot if Red Skull survives, though. Many Hydra actions, talents, and abilities are abusable with Robots, such as sacrificing a Hydra Agent before playing a minion, and then using that to play a Microbot Fixer or Microbot Reclaimer. &lt;br /&gt;
&lt;br /&gt;
===Cards - Minions===&lt;br /&gt;
======1x Nukebot======&lt;br /&gt;
[[File:SU1005 CoreSet Robots10.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Ongoing: After this minion is destroyed, destroy each other player’s minions on this base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======2x Warbot======&lt;br /&gt;
[[File:SU1005 CoreSet Robots8.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Ongoing: This minion cannot be destroyed.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======3x Hoverbot======&lt;br /&gt;
[[File:SU1005 CoreSet Robots5.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Reveal the top card of your deck. If it is a minion, you may play it as an extra minion. Otherwise, return it to the top of your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You must play or return the minion immediately.&lt;br /&gt;
&lt;br /&gt;
======4x Zapbot======&lt;br /&gt;
[[File:SU1005 CoreSet Robots.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - You may play an extra minion of power 2 or less.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======1x Microbot Alpha======&lt;br /&gt;
[[File:SU1005 CoreSet Robots11.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 1&#039;&#039;&#039; - Ongoing: Gains +1 power for each of your other Microbots. All of your minions are considered Microbots.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* All of your non-Microbot minions are also considered Microbots, while still being considered their original selves. This only applies to minions in play, not those in the hand or discard pile. But since this ability is ongoing, the amount of power gain changes as other Microbots come and go.&lt;br /&gt;
&lt;br /&gt;
======1x Microbot Archive======&lt;br /&gt;
[[File:SU1005 CoreSet Robots14.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 1&#039;&#039;&#039; - Ongoing: After one of your Microbots (including this one) is destroyed, draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======2x Microbot Fixer======&lt;br /&gt;
[[File:SU1005 CoreSet Robots15.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 1&#039;&#039;&#039; - If this is the first minion you played this turn, you may play an extra minion. Ongoing: Each of your Microbots gains +1 power.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If both Fixers are in play,  each Microbot had +2 power, including both Fixers.&lt;br /&gt;
&lt;br /&gt;
======2x Microbot Guard======&lt;br /&gt;
[[File:SU1005 CoreSet Robots12.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 1&#039;&#039;&#039; - Destroy a minion on this base with power less than the number of minions you have here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======2x Microbot Reclaimer======&lt;br /&gt;
[[File:SU1005 CoreSet Robots17.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&#039;&#039;&#039;Power 1&#039;&#039;&#039; - If this is the first minion you played this turn, you may play an extra minion. Shuffle any number of Microbots from your discard pile into your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
===Cards - Actions===&lt;br /&gt;
======2x Tech Center======&lt;br /&gt;
[[File:SU1005 CoreSet Robots19.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
Choose a base. Draw one card for each of your minions there.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
===Cards - Bases===&lt;br /&gt;
======1x Factory 436-1337======&lt;br /&gt;
[[File:SU1005 CoreSet Robots21.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​​Breakpoint 25 - VPs: 2 2 1 - When this base scores, the winner gains 1 VP for every 5 power that player has here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* 436-1337 is leetspeak for &amp;quot;AEG-LEET&amp;quot;.&lt;br /&gt;
======1x The Central Brain======&lt;br /&gt;
[[File:SU1005 CoreSet Robots22.png|none|thumb|420x420px|Illustrated by: Bruno Balixa]]&lt;br /&gt;
&lt;br /&gt;
​​​Breakpoint 19 - VPs: 4 2 1 - Each minion here has +1 power.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Pirates&amp;diff=3700</id>
		<title>Pirates</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Pirates&amp;diff=3700"/>
		<updated>2026-09-27T04:06:26Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1004 CoverPhoto Pirates.png|none|frame|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&lt;br /&gt;
======&#039;&#039;[https://connect.forgefire.games/products/smash-up-pirates Purchase the Pirates Faction on Forgefire!]&#039;&#039;======&lt;br /&gt;
You know what&#039;s better than roving the high seas? Roving anywhere you want. Pirates buckle their swashes in every port, and you&#039;ll walk the plank if you don&#039;t like it.&lt;br /&gt;
&lt;br /&gt;
Pirates are from the &#039;&#039;&#039;Core (Base game)&#039;&#039;&#039; &#039;&#039;&#039;set&#039;&#039;&#039; and have a Titan card - &#039;&#039;&#039;The Kraken&#039;&#039;&#039;.&lt;br /&gt;
======Complexity Level: LOW-MEDIUM======&lt;br /&gt;
======Mechanics======&lt;br /&gt;
*TBD&lt;br /&gt;
===Cards - Minions===&lt;br /&gt;
======1x Pirate King======&lt;br /&gt;
[[File:SU1004 CoreSet Pirates10.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Special: Before a base scores, you may move this minion there.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======2x Buccaneer======&lt;br /&gt;
[[File:SU1004 CoreSet Pirates8.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Ongoing: Once per turn, if this minion would be destroyed, you may move it to another base instead.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (Special to Ongoing; &#039;&#039;&#039;may&#039;&#039;&#039; move instead of mandatory; limited to once per turn)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======3x Cut Lass======&lt;br /&gt;
[[File:SU1004 CoreSet Pirates5.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - You may destroy a minion here of power 2 or less.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
======4x First Mate======&lt;br /&gt;
[[File:SU1004 CoreSet Pirates.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Special: After this base is scored, you may move this minion to another base instead of the discard pile.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This ability triggers each time the base First Mate is on scores; this can happen more than once per turn. The First Mate cannot move to the base that replaces the scored base. &lt;br /&gt;
&lt;br /&gt;
===Cards - Actions===&lt;br /&gt;
======2x Broadside======&lt;br /&gt;
[[File:SU1004 CoreSet Pirates14.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Destroy all of one player&#039;s minions of power 2 or less on a base where you have a minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======1x Cannon======&lt;br /&gt;
[[File:SU1004 CoreSet Pirates19.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Destroy up to two minions of power 2 or less.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======2x Dinghy======&lt;br /&gt;
[[File:SU1004 CoreSet Pirates12.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Move up to two of your minions to other bases.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You can move the minions to different bases.&lt;br /&gt;
&lt;br /&gt;
======1x Full Sail======&lt;br /&gt;
[[File:SU1004 CoreSet Pirates18.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Move any number of your minions to other bases. Special: Before a base scores, you may play this card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You can move the minions to different bases.&lt;br /&gt;
&lt;br /&gt;
======1x Powderkeg======&lt;br /&gt;
[[File:SU1004 CoreSet Pirates16.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Destroy one of your minions and all minions with equal or less power on the same base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If you choose a minion that can&#039;t be destroyed, the other minions are still destroyed (unless also immune).&lt;br /&gt;
&lt;br /&gt;
======1x Sea Dogs======&lt;br /&gt;
[[File:SU1004 CoreSet Pirates17.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Name a faction. Move all other players’ minions of that faction from one base to another.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
Q: All the minions must start at the same base and move to the same base.&lt;br /&gt;
&lt;br /&gt;
======1x Shanghai======&lt;br /&gt;
[[File:SU1004 CoreSet Pirates11.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Move another player’s minion to another base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Swashbuckling ======&lt;br /&gt;
[[File:SU1004 CoreSet Pirates20.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Each of your minions gains +1 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Its effects only apply to minions currently in play, not to minions played later in the turn.&lt;br /&gt;
&lt;br /&gt;
===Cards - Bases===&lt;br /&gt;
======1x The Grey Opal======&lt;br /&gt;
[[File:SU1004 CoreSet Pirates22.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​​Breakpoint 17 - VPs: 3 1 1 - After this base scores, all players other than the winner may move a minion from here to another base instead of the discard pile.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======1x Tortuga======&lt;br /&gt;
[[File:SU1004 CoreSet Pirates21.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&lt;br /&gt;
​​Breakpoint 21 - VPs: 4 3 2 - After this base scores and is replaced, the runner-up may move one of their minions on another base to the replacement base.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*The minion moved cannot come from Tortuga itself.&lt;br /&gt;
&lt;br /&gt;
===Card - Titan===&lt;br /&gt;
======1x The Kraken======&lt;br /&gt;
[[File:SU1004 CoreSet Pirates23.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Special: After a base scores where you had a minion while this card is not in play, you may say “Release the Kraken!” to play this titan on the base that replaces it. Talent: Move this titan to another base. Other players’ minions there get -1 power until the start of your next turn. Special: After this base scores, move one of your minions from here to another base. Errata: Yes, Functional (until start of your next turn instead of end of turn)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Yes, you &#039;&#039;&#039;must&#039;&#039;&#039; say &amp;quot;Release the Kraken!&amp;quot; - if you do not, you must instead communicate the concept of Releasing the Kraken with another method (e.g. writing the phrase). The Kraken won&#039;t know if it is released unless you tell it!&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Ninjas&amp;diff=3699</id>
		<title>Ninjas</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Ninjas&amp;diff=3699"/>
		<updated>2026-09-27T04:03:56Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1003 CoverPhoto Ninjas.png|none|frame|Illustrated by: Isuardi Therianto]]&lt;br /&gt;
&lt;br /&gt;
======&#039;&#039;[https://connect.forgefire.games/products/smash-up-ninjas Purchase the Ninja Faction on Forgefire!]&#039;&#039;======&lt;br /&gt;
&#039;&#039;If you can see a ninja, chances are you&#039;re already dead (and if you can see them while dead, click over to the zombie page). I don&#039;t want to give away the secrets or anything, but most of what this faction does is sneaky, happens fast, and at the last second. So look out for that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ninjas are from the &#039;&#039;&#039;Core (Base Game) set&#039;&#039;&#039; and have a Titan card - &#039;&#039;&#039;Invisible Ninja&#039;&#039;&#039;. &lt;br /&gt;
======Complexity Level: Medium-High======&lt;br /&gt;
======Mechanics======&lt;br /&gt;
*&#039;&#039;&#039;Assassination&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sneaking and Swapping&#039;&#039;&#039;&lt;br /&gt;
Ninjas&#039; main mechanic is being sneaky, and they kill stuff. They hide agents everywhere, walk in shadow, move in silence, leap into action for thievery and violence. Ninjas swap with teammates and wear disguises. You&#039;ve got to be patient, deceptive, and opportunistic for any change you can make to swing a base your way&lt;br /&gt;
======Strategy======&lt;br /&gt;
Smash Up maintains a measure of mystery by holding everyone&#039;s hands hidden from one another. Ninjas hide themselves in your hand and bust out suddenly at unusual times to help you win. Like other card games, players might watch each other for cues hinting what their opponents have at hand. Try not to give away your plans, and maybe if you&#039;re good you can give away false plans. Experienced opponents will be wise to Ninjas&#039; tricks, and can mitigate them by protecting their minions and over-breaking bases.&lt;br /&gt;
&lt;br /&gt;
Ninja minions have the basic standard spread of power, and no boosts to push that higher. They aren&#039;t good at overwhelming bases, but they can secure the bases with surprise additions if they break with everyone at roughly the same contribution. Make that happen with subterfuge and destruction at the last moment with great on-play abilities, so your enemies can&#039;t do anything about it. The fewer players in the game, the greater control Ninjas have.&lt;br /&gt;
&lt;br /&gt;
======Synergy======&lt;br /&gt;
Ninjas provide support to any other faction whose minions have useful on-play abilities. They lose a bit of utility alongside predictable factions, or if other players are able to see your hand. Pairing with a powerhouse faction affords them the groundwork to bump themselves to the top when bases score. Ninjas also pair well with factions that like to destroy minions and actions.&lt;br /&gt;
*&#039;&#039;&#039;[[Aliens]]&#039;&#039;&#039;: The Aliens&#039; Invader minions score you 1 free VP when you play them, making them great candidates for bouncing with Disguise. Scout places itself back into your hand after the base scores, making it a good candidate for Hidden Ninja. Master Ninja and Tiger Assassin are brutal to bounce with Abduction and Beam Up.&lt;br /&gt;
*&#039;&#039;&#039;[[Dinosaurs]]&#039;&#039;&#039;: The two factions have a high amount of power and destruction that opponents will have a difficult time resisting. Dinosaurs provide immediate bursts of power, supporting Ninja&#039;s fast-acting nature.&lt;br /&gt;
*&#039;&#039;&#039;[[Robots]]&#039;&#039;&#039;: Hidden Ninja is great for a surprise swarm on a base about to score. Master Ninja is one of the few cards able to actually destroy Nukebot and thus trigger its ability, allowing for a devious combo where you play a Nukebot on a base, let another player go through the trouble of breaking it, then Hidden Ninja Master Ninja onto that base to destroy Nukebot and sweep the base of all other players&#039; minions.&lt;br /&gt;
*&#039;&#039;&#039;Bear Cavalry&#039;&#039;&#039;: Together these factions are a machine of death, sweeping aside those of all shapes, sizes, and numbers.&lt;br /&gt;
*&#039;&#039;&#039;Vampires&#039;&#039;&#039;: Vampires have a few cards that benefit from your destroying minions, The Coutnt and Opportunist in particular.&lt;br /&gt;
*&#039;&#039;&#039;Thieves&#039;&#039;&#039;: Bouncing Pickpockets and Fences lets you re-use their abilities, and Ninjas offer plenty of minion destruction to destroy monsters and earn more treasure for Thieves.&lt;br /&gt;
*&#039;&#039;&#039;[[Werewolves]]&#039;&#039;&#039;: Werewolves provide power at exactly the times when Ninjas provide utility. While Ninjas don&#039;t add power to any minions, reducing your opponents&#039; power helps put you on top.&lt;br /&gt;
*&#039;&#039;&#039;[[Mythic Horses]]&#039;&#039;&#039;: Starlyte and Encouragement Power provide more raw power, and Seastar is a great minion to bounce with Disguise or to sneak out with Hidden Ninja.&lt;br /&gt;
*&#039;&#039;&#039;[[Sharks]]&#039;&#039;&#039;: Sharks love to destroy minions, and Ninjas have plenty of minion destruction to offer.&lt;br /&gt;
*&#039;&#039;&#039;[[Mega Troopers]]&#039;&#039;&#039;: Mega Troopers&#039; special abilities trigger before the base scores, exactly when Ninjas like to play Shinobi and Hidden Ninja.&lt;br /&gt;
*&#039;&#039;&#039;[[Samurai]]&#039;&#039;&#039;: The Samurai have abilites that trigger when your minions go to the discard pile from play, which Ninjas can help facilitate with their minion destruction. Final Haiku followed by Master Ninja or a Tiger Assassin can be a great way to burst a base.&lt;br /&gt;
*&#039;&#039;&#039;[[Teens]]&#039;&#039;&#039;: The ability to fetch power-3 minions with Prep and New Kid, power them up with Prep, draw cards with Brain and Booty Trap, move them with Rebel, and recycle cards with Slacker makes Shinobi exceptionally useful here. (Now where are the Mutants and the Turtles...?&lt;br /&gt;
===Cards - Minions===&lt;br /&gt;
======1x Ninja Master======&lt;br /&gt;
[[File:SU1003 CoreSet Ninjas10.png|none|thumb|420x420px|Illustrated by: Isuardi Therianto]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - You may destroy a minion on this base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======2x Tiger Assassin======&lt;br /&gt;
[[File:SU1003 CoreSet Ninjas8.png|none|thumb|420x420px|Illustrated by: Isuardi Therianto]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - You may destroy a minion of power 3 or less on this base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======3x Shinobi======&lt;br /&gt;
[[File:SU1003 CoreSet Ninjas5.png|none|thumb|420x420px|Illustrated by: Isuardi Therianto]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Special: Before a base scores, you may play this minion there. You can only use one Shinobi’s ability per base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======4x Ninja Acolyte======&lt;br /&gt;
[[File:SU1003 CoreSet Ninjas.png|none|thumb|420x420px|Illustrated by: Isuardi Therianto]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Talent: If you have not played a minion on this turn, you may return this minion to your hand and play an extra minion here immediately.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (Special changed to Talent)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;If you have not yet played a minion&amp;quot; only refers to your Play Cards phase; minions played at the start of your turn do not disqualify this ability.&lt;br /&gt;
* You must both return the minion and play the extra minion; you cannot choose to do just one.&lt;br /&gt;
&lt;br /&gt;
===Cards - Actions===&lt;br /&gt;
======1x Assassination======&lt;br /&gt;
[[File:SU1003 CoreSet Ninjas20.png|none|thumb|420x420px|Illustrated by: Crut]]&lt;br /&gt;
Play on a minion. Ongoing: Destroy this minion at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======1x Disguise======&lt;br /&gt;
[[File:SU1003 CoreSet Ninjas18.png|none|thumb|420x420px|Illustrated by: Isuardi Therianto]]&lt;br /&gt;
Choose one or two of your minions on one base. Play an equal number of extra minions there, and return the chosen minions to your hand.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You must both return the minion(s) and play the extra minion(s); you cannot choose to do just one.&lt;br /&gt;
* You must play the extra minion immediately.&lt;br /&gt;
&lt;br /&gt;
======1x Hidden Ninja======&lt;br /&gt;
[[File:SU1003 CoreSet Ninjas15.png|none|thumb|420x420px|Illustrated by: Isuardi Therianto]]&lt;br /&gt;
Special: Before a base scores, play a minion there.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======2x Infiltrate======&lt;br /&gt;
[[File:SU1003 CoreSet Ninjas16.png|none|thumb|420x420px|Illustrated by: Crut]]&lt;br /&gt;
Play on a base. You may destroy another action on this base. Talent: Destroy this action to cancel this base&#039;s ability until the start of your turn.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (&amp;quot;ignore&amp;quot; changed to &amp;quot;cancel&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======1x Poison======&lt;br /&gt;
[[File:SU1003 CoreSet Ninjas19.png|none|thumb|420x420px|Illustrated by: Crut]]&lt;br /&gt;
Play on a minion. Destroy any number of actions on it. Ongoing: This minion has -4 power. (Minions have minimum power of 0.)&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======2x Seeing Stars======&lt;br /&gt;
[[File:SU1003 CoreSet Ninjas11.png|none|thumb|420x420px|Illustrated by: Isuardi Therianto]]&lt;br /&gt;
Destroy a minion of power 3 or less.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======1x Smoke Bomb======&lt;br /&gt;
[[File:SU1003 CoreSet Ninjas13.png|none|thumb|420x420px|Illustrated by: Isuardi Therianto]]&lt;br /&gt;
Play on one of your minions. Ongoing: This minion is not affected by other players’ actions.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (no longer is destroyed at end of turn)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Way of Deception ======&lt;br /&gt;
[[File:SU1003 CoreSet Ninjas14.png|none|thumb|420x420px|Illustrated by: Isuardi Therianto]]&lt;br /&gt;
Move one of your minions to another base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
===Cards - Bases===&lt;br /&gt;
======1x Ninja Dojo======&lt;br /&gt;
[[File:SU1003 CoreSet Ninjas21.png|none|thumb|420x420px|Illustrated by: Isuardi Therianto]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 18 - VPs: 2 3 2 - After this base scores, the winner may destroy any one minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* The minion destroyed may be at Ninja Dojo itself.&lt;br /&gt;
&lt;br /&gt;
======1x Temple of Goju======&lt;br /&gt;
[[File:SU1003 CoreSet Ninjas22.png|none|thumb|420x420px|Illustrated by: Isuardi Therianto]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 16 - VPs: 4 3 2 - After this base scores, place each player&#039;s highest power minion here on the bottom of its owner&#039;s deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* The minions are placed by their owners.&lt;br /&gt;
&lt;br /&gt;
===Card - Titan===&lt;br /&gt;
======1x Invisible Ninja======&lt;br /&gt;
[[File:SU1003 CoreSet Ninjas23.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Special: On your turn, if this titan was not in play at the start of your turn, you may discard a card to play this titan at a base where you have a minion. Ongoing: Once per turn, after you destroy another player&#039;s card or return one of your minions to your hand, you may look at the top two cards of your deck, draw one, and shuffle the other into your deck. Special: At the start of your turn, you may destroy this titan to play an extra minion of power 3 or less.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Dinosaurs&amp;diff=3698</id>
		<title>Dinosaurs</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Dinosaurs&amp;diff=3698"/>
		<updated>2026-09-24T18:35:40Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1002 CoverPhoto Dinosaurs.png|none|frame|Illustrated by: Saliym McCullin]]&lt;br /&gt;
&lt;br /&gt;
======&#039;&#039;[https://connect.forgefire.games/products/smash-up-dinosaurs Purchase the Dinosaur Faction on Forgefire!]&#039;&#039;======&lt;br /&gt;
If there&#039;s one thing dinosaurs know how to do... actually, with a brain the size of a walnut, they don&#039;t really know how to do anything. But they are big. And—holy cats!—someone gave them lasers!&lt;br /&gt;
&lt;br /&gt;
Dinosaurs are from the &#039;&#039;&#039;Core (Base game) set&#039;&#039;&#039; and have a Titan card - &#039;&#039;&#039;Fort Titanosaurus&#039;&#039;&#039;.&lt;br /&gt;
======Complexity Level: Low======&lt;br /&gt;
======Mechanics======&lt;br /&gt;
*&#039;&#039;&#039;High power plays&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Solid defense&#039;&#039;&#039;&lt;br /&gt;
===Cards - Minions===&lt;br /&gt;
======1x King Rex======&lt;br /&gt;
[[File:SU1002 CoreSet Dinosaurs10.png|none|thumb|420x420px|Illustrated by: Saliym McCullin]]&lt;br /&gt;
&#039;&#039;&#039;Power 7&#039;&#039;&#039; - (no ability)&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*The ability is deliberately blank. (What, do you think King Rex isn&#039;t strong enough already?)&lt;br /&gt;
======2x Laseratops======&lt;br /&gt;
[[File:SU1002 CoreSet Dinosaurs8.png|none|thumb|420x420px|Illustrated by: Saliym McCullin]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - You may destroy a minion here of printed power 2 or less.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (now optional and uses printed power)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
======3x Armor Stego======&lt;br /&gt;
[[File:SU1002 CoreSet Dinosaurs5.png|none|thumb|420x420px|Illustrated by: Saliym McCullin]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Talent: Until the start of your turn, this minion has +2 power during other players&#039; turns.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======4x War Raptor======&lt;br /&gt;
[[File:SU1002 CoreSet Dinosaurs.png|none|thumb|420x420px|Illustrated by: Saliym McCullin]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Ongoing: Gains +1 power for each War Raptor on this base (including this one).&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*A War Raptor&#039;s power is 2 when in hand, deck, or discard pile, and only changes to 3 (or more) after it&#039;s on a base.&lt;br /&gt;
===Cards - Actions===&lt;br /&gt;
======2x Augmentation======&lt;br /&gt;
[[File:SU1002 CoreSet Dinosaurs11.png|none|thumb|420x420px|Illustrated by: Saliym McCullin]]&lt;br /&gt;
One minion gains +4 power until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*If played during another player&#039;s turn, the effect lasts until the end of your next turn.&lt;br /&gt;
*Augmentation only affects minions currently in play, not any future minions played later in the turn. (The dinosaurs haven&#039;t broken the space time continuum &#039;&#039;that&#039;&#039; much.)&lt;br /&gt;
======2x Howl======&lt;br /&gt;
[[File:SU1002 CoreSet Dinosaurs15.png|none|thumb|420x420px|Illustrated by: Saliym McCullin]]&lt;br /&gt;
Each of your minions gains +1 power until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*If played during another player&#039;s turn, the effect lasts until the end of your next turn.&lt;br /&gt;
*Howl only affects minions currently in play, not any future minions played later in the turn. (The dinosaurs haven&#039;t broken the space time continuum that much.)&lt;br /&gt;
======1x Natural Selection======&lt;br /&gt;
[[File:SU1002 CoreSet Dinosaurs14.png|none|thumb|420x420px|Illustrated by: Saliym McCullin]]&lt;br /&gt;
Choose one of your minions on a base. Destroy a minion there with less power than yours.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
======1x Rampage======&lt;br /&gt;
[[File:SU1002 CoreSet Dinosaurs17.png|none|thumb|420x420px|Illustrated by: Saliym McCullin]]&lt;br /&gt;
Reduce the breakpoint of a base by the power of one of your minions on that base until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*Use the minion&#039;s current power. If the minion&#039;s power is then changed &#039;&#039;&#039;after&#039;&#039;&#039; playing Rampage, the breakpoint reduction remains the same as when it was played - it is not reevaluated if the minion&#039;s power changes.&lt;br /&gt;
======1x Survival of the Fittest======&lt;br /&gt;
[[File:SU1002 CoreSet Dinosaurs19.png|none|thumb|420x420px|Illustrated by: Saliym McCullin]]&lt;br /&gt;
Destroy the lowest-power minion (you choose in case of a tie) on each base with a higher-power minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======1x Tooth and Claw...and Guns======&lt;br /&gt;
[[File:SU1002 CoreSet Dinosaurs20.png|none|thumb|420x420px|Illustrated by: Saliym McCullin]]&lt;br /&gt;
Play on a minion. Ongoing: This minion is not affected by other players&#039; cards.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (no longer destroyed)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======1x Upgrade======&lt;br /&gt;
[[File:SU1002 CoreSet Dinosaurs13.png|none|thumb|420x420px|Illustrated by: Saliym McCullin]]&lt;br /&gt;
Play on a minion. Ongoing: This minion has +2 power.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Wildlife Preserve ======&lt;br /&gt;
[[File:SU1002 CoreSet Dinosaurs18.png|none|thumb|420x420px|Illustrated by: Saliym McCullin]]&lt;br /&gt;
Play on a base. Ongoing: Your minions here are not affected by other players&#039; actions.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*Discard any actions controlled by other players that have been already played on your minions.&lt;br /&gt;
&lt;br /&gt;
===Cards - Bases===&lt;br /&gt;
======1x Jungle Oasis======&lt;br /&gt;
[[File:SU1002 CoreSet Dinosaurs21.png|none|thumb|420x420px|Illustrated by: Saliym McCullin]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 12 - VPs: 2 0 0 - (no ability)&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*The ability is intentionally blank.&lt;br /&gt;
======1x Tar Pits======&lt;br /&gt;
[[File:SU1002 CoreSet Dinosaurs22.png|none|thumb|420x420px|Illustrated by: Saliym McCullin]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 16 - VPs: 4 3 2 - When a minion here would be destroyed for the first time each turn, place it on the bottom of its owner&#039;s deck instead.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (now once per turn)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*The minions are placed by their owners.&lt;br /&gt;
===Card - Titan===&lt;br /&gt;
======1x Fort Titanosaurus======&lt;br /&gt;
[[File:SU1002 CoreSet Dinosaurs23.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Special: On your turn, if you have not played a minion, you may destroy one of your minions to play this titan on its base. Place +1 power counters on it equal to the power of the destroyed minion. Ongoing: Once per turn, after you play an action that directly affects one or more minions, you may place a +1 power counter on one of those minions and/or on this titan. Talent: If this titan has four or more +1 power counters on it, draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Aliens&amp;diff=3697</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Aliens&amp;diff=3697"/>
		<updated>2026-09-24T18:32:45Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1001 CoverPhoto Aliens.png|none|frame|Illustrated by: Conceptopolis]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-aliens Purchase the Aliens Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
Aliens love to mess with people, and they love to mess with other players even more. From bouncing minions back to players’ hands, to replacing bases in play, aliens are out to have a great time, at any planet’s expense.&lt;br /&gt;
&lt;br /&gt;
Aliens are from the &#039;&#039;&#039;Core (Base game) set&#039;&#039;&#039; and do not have a Titan card.&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: LOW-MEDIUM ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Returning Minions to hand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;VP Gain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Supreme Overlord ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens10.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - You may return a minion to its owner’s hand.&lt;br /&gt;
&lt;br /&gt;
Errata: None.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 2x Invader ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens8.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Gain 1 VP.&lt;br /&gt;
&lt;br /&gt;
Errata: None.&lt;br /&gt;
&lt;br /&gt;
Clarifications: &lt;br /&gt;
&lt;br /&gt;
* If the Invader is destroyed or its ability is later cancelled, you do &#039;&#039;&#039;not&#039;&#039;&#039; lose the VP it gave you.&lt;br /&gt;
&lt;br /&gt;
====== 3x Scout ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens5.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Special: After this base scores, you may return this minion to your hand.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 4x Collector ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - You may return a minion of power 3 or less on this base to its owner’s hand.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Reversion - Changed back to the original wording (No longer has the &amp;quot;non-Collector&amp;quot; errata that was added in the Bigger Geekier Box update).&lt;br /&gt;
&lt;br /&gt;
Clarifications: &lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Abduction ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens11.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Return a minion to its owner’s hand. Play an extra minion.&lt;br /&gt;
&lt;br /&gt;
Errata: None&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 2x Beam Up ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens12.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Return a minion to its owner’s hand.&lt;br /&gt;
&lt;br /&gt;
Errata: None&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Crop Circles ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens14.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Choose a base. Return each minion on that base to its owner’s hand.&lt;br /&gt;
&lt;br /&gt;
Errata: None&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 2x Disintegrator ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens16.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Place a minion of power 3 or less on the bottom of its owner’s deck.&lt;br /&gt;
&lt;br /&gt;
Errata: None&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Invasion ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens15.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Move a minion to another base.&lt;br /&gt;
&lt;br /&gt;
Errata: None&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Jammed Signal ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens19.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Play on a base. Ongoing: This base’s abilities are cancelled.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording&lt;br /&gt;
&lt;br /&gt;
Clarifications: &lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Probe ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens20.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Look at another player’s hand and choose a minion in it. That player discards that minion.&lt;br /&gt;
&lt;br /&gt;
Errata: None&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Terraforming ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens18.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Search the base deck for a base and swap it with a base in play. You may play an extra minion there.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording.&lt;br /&gt;
&lt;br /&gt;
Clarifications: &lt;br /&gt;
&lt;br /&gt;
* When a base is swapped, all cards on it remain on the new base (minions, actions on the base and on minions there, buried cards, titans, etc.)&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x The Homeworld ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens22.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Breakpoint 23 - VPs: 4 2 1 - Once per turn, after you play  a minion here, you may play an extra minion of power 2 or less.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (changed to once per turn)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x The Mothership ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens21.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Breakpoint 20 - VPs: 4 2 1 - After this base scores, the winner may return one of his or her minions of power 3 or less from here to his or her hand.&lt;br /&gt;
&lt;br /&gt;
Errata: None&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Disco_Dancers&amp;diff=3696</id>
		<title>Disco Dancers</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Disco_Dancers&amp;diff=3696"/>
		<updated>2026-08-27T19:38:15Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1046 CoverPhoto DiscoDancers.png|none|frame|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-disco-dancers Purchase the Disco Dancers Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
Nothing defined the 1970s like Disco. Love it or hate it, this music shaped our image of that decade. And the people who loved it are here to turn the beat around all over their opponents! Don’t assume that the leisure suits and roller skates make them pushovers, or you just might not make it to the last dance... Disco Dancers have learned the power of dancing together. Watch out as they copy each others’ moves!&lt;br /&gt;
&lt;br /&gt;
Disco Dancers are from the &#039;&#039;&#039;That 70&#039;s Expansion set&#039;&#039;&#039; and &#039;&#039;&#039;do not&#039;&#039;&#039; have a Titan card.&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: HIGH ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Minions That Copy Standard Actions Played On Others&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Standard Actions That Affect Minions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disco Dancers focus on standard actions (i.e. actions that don&#039;t remain in play after being played, either by being played on another card, or buried on a base) and more specifically on those that affect minions (so you better brush up on your understanding of affection!) Their defining mechanic is copying the effects applied to minions by standard actions, which you can see as a way to expand the number of minions affected by that action. For example, Gimme the Prize is limited to a maximum of three minions, but if you have Divas in play, you can affect those Divas in addition to the three minions.&lt;br /&gt;
&lt;br /&gt;
A few clarifications about copying the effects though:&lt;br /&gt;
&lt;br /&gt;
* Each of the effect-copying cards (Dancing King, Diva, We are Family and Funky Town) can only copy &#039;&#039;&#039;one effect per action&#039;&#039;&#039; (even Dancing King!) Diva, We are Family and Funky Town have a further restriction in that they can only copy one effect per action &#039;&#039;&#039;per turn.&#039;&#039;&#039;&lt;br /&gt;
* They can only copy effects that count as affecting. More particularly, merely &amp;quot;choosing&amp;quot; and &amp;quot;playing&amp;quot; a minion &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; count as affecting.&lt;br /&gt;
* You can only copy an effect on a minion if that minion isn&#039;t already one of the minions that are directly affected by the action. However, that minion doesn&#039;t have to match the action&#039;s requirements and can get multiple copies of that effect from different effect-copying cards.&lt;br /&gt;
* Cards are still resolved in order, so if the card did something before the actual affecting part, you don&#039;t go back and redo the previous part. In particular, with &amp;quot;Do X to affect a minion&amp;quot;-type of abilities, if you duplicate the affection, you don&#039;t redo X.&lt;br /&gt;
* After copying the effect, you resolve the rest of the ability &#039;&#039;&#039;exactly as written.&#039;&#039;&#039; If copying the effect influences the rest of the ability, it will be explicitly written. If it&#039;s not explicitly written, then there&#039;s no influence whatsoever.&lt;br /&gt;
** If the rest of the ability refers to the minion (or minions) that was directly affected, only apply it to the minion that was directly affected, not the minions that got a copy of the effect. For example, with Headlong, you move a minion and place +1 power counter &amp;quot;on that minion&amp;quot;. If you copy the movement with Diva, the rest of the ability, which says &amp;quot;Place two +1 power counters on that minion&amp;quot;, should only be resolved by treating &amp;quot;that minion&amp;quot; as meaning &amp;quot;the minion directly affected&amp;quot; (so not the Diva). The rules even give the example of Fast as Lightning where if you duplicate the part that says &amp;quot;it gains +2 power&amp;quot;, the rest of the ability that says &amp;quot;if it would go to the discard pile it is returned to its owner’s hand instead&amp;quot; won&#039;t be duplicated and will therefore only apply to the minion that was directly affected.&lt;br /&gt;
* If the effect you want to duplicate only happens at a later time than when the action was played, you must declare that you duplicate it when the action is played, not when the effect happens. For example, Fast as Lightning&#039;s return-to-hand effect only happens if the minion is discarded, which can happen at any point of the turn, e.g. after its base is scored. The rulebook state that if you want to copy that return-to-hand effect, you must decide it when the action is played, not when the effect is happening. Other examples of effects happening at a later time: I Select You! places the minion under the deck at the end of the turn, I Will Survive and any after-scoring effects that state &amp;quot;instead of the discard pile&amp;quot; will only affect the minion when it is time to discard the minion, not when the action is played.&lt;br /&gt;
&lt;br /&gt;
====== Examples of Play ======&lt;br /&gt;
Given how complicated Disco Dancers can get, here are some examples of plays showing how they work:&lt;br /&gt;
&lt;br /&gt;
At Base X, Anne has two Divas and a Disco Lou.&lt;br /&gt;
&lt;br /&gt;
* If Anne plays Get Down Tonight, giving Disco Lou +2 power:&lt;br /&gt;
** Each Diva also gets +2, copying Disco Lou’s +2.&lt;br /&gt;
** One Diva cannot copy the +2 the other Diva gets, because that is not a direct effect.&lt;br /&gt;
** Because three minions were affected by Get Down Tonight, Anne draws three cards.&lt;br /&gt;
* If Anne plays I’m So Excited to move Disco Lou:&lt;br /&gt;
** If either Diva copies the move, it has to be to the same base.&lt;br /&gt;
* If after scoring, Anne plays I Will Survive to return Disco Lou to the hand:&lt;br /&gt;
** The Divas may also be returned to the hand.&lt;br /&gt;
* Note: Divas can copy only one effect per turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At Base Y, Anne has a Diva and a Roller, Bob has Foxy Green, Carol has Dragon Warrior.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If Anne plays Tough It Out on the Roller:&lt;br /&gt;
** Tough It Out is not a standard action, so Roller does not get a power counter, and the Divas cannot copy it.&lt;br /&gt;
* If Anne plays Disco Inferno and places a power counter on Roller, and Bob places one on Foxy Green and Carol places one on Dragon Warrior:&lt;br /&gt;
** The Roller gets a second counter since it had none when Disco Inferno was played.&lt;br /&gt;
** The Diva copies the effect on the Roller and gets a power counter.&lt;br /&gt;
** Four minions were affected, so Anne draws four cards&lt;br /&gt;
* If Anne plays Last Dance:&lt;br /&gt;
** Anne can destroy the Roller and have the Diva copy it, earning 2 VPs.&lt;br /&gt;
** Bob can destroy Foxy Green and earn 1 VP.&lt;br /&gt;
** Carol cannot destroy Dragon Warrior and cannot earn any VPs.&lt;br /&gt;
&lt;br /&gt;
At Funky Town, Anne has Dancing King and a Diva with We are Family on it, and Dave has Jacky Bill.&lt;br /&gt;
&lt;br /&gt;
* If Dave plays A Whole Lot Meaner to add +3 power to Jacky Bill:&lt;br /&gt;
** We Are Family may copy it and add +3 power to the Diva.&lt;br /&gt;
** Dancing King may also copy it and add +3 power to itself (or to the Diva, but not to both). Dancing King can still copy more effects later this turn.&lt;br /&gt;
* If Dave plays Make My Day to destroy the Diva:&lt;br /&gt;
** Dancing King may copy its effect and destroy Jacky Bill, even though Jacky Bill’s power is higher than 3.&lt;br /&gt;
* If Anne plays Fast as Lightning and targets Dancing King, giving it +2 power:&lt;br /&gt;
** This effect can be copied by the Diva and by We Are Family and by Funky Town and by Dancing King, so the Diva can gain +8 power.&lt;br /&gt;
** Or, any one of those cards could copy the effect of going to the hand instead, leaving the Diva with +6 power — but the choice must be made when Fast as Lightning is played.&lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Dinosaurs]]&#039;&#039;&#039;: Augmentation is an awesome action to spread around with Disco King, Divas, and We Are Family. Even affecting two minions with it yields +8 power, often enough to break a base. Howl is decent as well, but nowhere near as explosive as Augmentation.&lt;br /&gt;
* &#039;&#039;&#039;[[Time Travelers]]&#039;&#039;&#039;: It&#039;s Astounding can replay Disco actions like Get Down Tonight and Last Dance. Doctor When and Do Over can replay Disco Lou&#039;s useful on-play.&lt;br /&gt;
* &#039;&#039;&#039;[[Mythic Greeks]]&#039;&#039;&#039;: Favor of Ares and Favor of Hera are great to spread.&lt;br /&gt;
* &#039;&#039;&#039;[[Kung Fu Fighters]]&#039;&#039;&#039;: Fast as Lightning can either give multiple minions +2 power until end of turn, or allow you to return them all to hand after their base breaks. Rollers function as pseudo-Drunken Masters due to their capped +1 power counter production abilities; Dragon Warrior, Cricket, Ancient Chinese Arts, and Expert Timing can transfer their counters to other minions.&lt;br /&gt;
* &#039;&#039;&#039;[[Astroknights]]&#039;&#039;&#039;: Use the Fours is identical to Augmentation and thus just as good for spreading, though there&#039;s only one copy here. Block the Probe and Yield to Rage are also good options.&lt;br /&gt;
* &#039;&#039;&#039;[[Mounties]]&#039;&#039;&#039;: Mounties have plenty of standard actions that move your minions and/or power them up, Move Aboot and Power Poutine in particular. Eh? isn&#039;t a terrible option either, though Power Poutine will generally be preferable for spreading.&lt;br /&gt;
* &#039;&#039;&#039;[[Musketeers]]&#039;&#039;&#039;: Musketeers and Disco Dancers compliment each other quite well, as both care about actions that affect your minions and have plenty to spare. Due to all the +1s you&#039;ll have to add up, this combo can be quite mathy.&lt;br /&gt;
* &#039;&#039;&#039;Big Hero 6&#039;&#039;&#039;: The Rollers really come in handy here, as their counters allow Version 2.0 to affect them, and that in turn allows other Disco Dancers to be affected the same way. Of course, BH6&#039;s characters also work for that combo.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Dancing King ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder10.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Ongoing: When a standard action directly affects one or more minions here, you may choose another minion here to be affected the same way.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*Here, “another minion” means different from the ones already affected, not different from Dancing King.&lt;br /&gt;
*Dancing King cannot copy effects of actions played on minions or bases, nor of actions previously played. It cannot copy an effect already copied from a third minion by another Diva etc. It can copy once per action causing the effect, not once per minion being affected. “The same way” means e.g. moving it to the same base, or giving control of it to the same player. It can copy an effect even if it does not fit the original prerequisites (e.g. “power 3 or higher”). You must choose whether to copy an effect when the action is played, not when the effect happens. If an effect has multiple parts, choose only one part to copy. The copied effect is considered to come from the original standard action causing the effect, not from the Diva etc. allowing additional affected targets.&lt;br /&gt;
&lt;br /&gt;
====== 2x Disco Lou ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder9.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Play an extra action OR place an action from your discard pile on top of your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 3x Diva ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder7.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Ongoing: Once each turn, when a standard action directly affects one or more of your other minions here, you may choose this minion to be affected the same way.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Diva cannot copy effects of actions played on minions or bases, nor of actions previously played. It cannot copy an effect already copied from a third minion by another Diva etc. It can copy once per action causing the effect, not once per minion being affected. “The same way” means e.g. moving it to the same base, or giving control of it to the same player. It can copy an effect even if it does not fit the original prerequisites (e.g. “power 3 or higher”). You must choose whether to copy an effect when the action is played, not when the effect happens. If an effect has multiple parts, choose only one part to copy. The copied effect is considered to come from the original standard action causing the effect, not from the Diva etc. allowing additional affected targets.&lt;br /&gt;
&lt;br /&gt;
====== 4x Roller ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder4.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Ongoing: After this minion is affected by a standard action, you may place two +1 power counters on it if it had no such counters when the action was played.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (one counter to two counters, made optional, and no longer requires being &#039;&#039;directly&#039;&#039; affected)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Celebration ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder19.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Play two extra actions.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Disco Inferno ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder17.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Each player may place a +1 power counter on one of their minions. For each minion affected by this, draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Get Down Tonight ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder15.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Give a minion +2 power until the end of the turn. Draw a card for each minion affected by this.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (now draws for each minion affected, not just once)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x I&#039;m So Excited ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder13.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Move one of your minions. Draw a card for each minion affected by this.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (now draws a card for each minion affected, not just once)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x I Will Survive ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder12.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Special: After a base scores, return one of your minions there to its owner&#039;s hand instead of the discard pile.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x It&#039;s Raining Men ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder11.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Play an extra minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Last Dance ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder18.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Each player may destroy a minion they control. For each minion actually destroyed, its controller gains 1VP.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Credit for destroying the minion goes to the player who chooses to have it destroyed.&lt;br /&gt;
&lt;br /&gt;
====== 1x Stayin&#039; Alive ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder16.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Choose one of your minions in play. Place a copy of it from your discard pile into your hand.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Turn The Beat Around ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder20.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Choose a minion to gain +1 power until the end of the turn. For each minion affected by this, a minion there of your choice gains -1 power until the end of the turn. Special: You may play this before a base scores.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* “Each minion affected by this” means the minions that gain the +1 power described earlier, not those that get the -1 power described later. Multiple -1 power losses may be assigned to the same minion.&lt;br /&gt;
&lt;br /&gt;
====== 1x We are Family ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder14.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Play on a minion. Ongoing: Once each turn, when a standard action directly affects one or more other minions here, you may choose this minion to be affected the same way.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* We Are Family cannot copy effects of actions played on minions or bases, nor of actions previously played. It cannot copy an effect already copied from a third minion by another Diva etc. It can copy once per action causing the effect, not once per minion being affected. “The same way” means e.g. moving it to the same base, or giving control of it to the same player. It can copy an effect even if it does not fit the original prerequisites (e.g. “power 3 or higher”). You must choose whether to copy an effect when the action is played, not when the effect happens. If an effect has multiple parts, choose only one part to copy. The copied effect is considered to come from the original standard action causing the effect, not from the Diva etc. allowing additional affected targets.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Boogie Wonderland ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder22.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 21 - VPs: 4 2 1 - After a player plays a standard action that affects one or more of their minions here, they draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This triggers by moving a minion from here, but not to here.&lt;br /&gt;
&lt;br /&gt;
====== 1x Funky Town ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder21.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 23 - VPs: 4 3 2 - Once per turn, when your standard action directly affects one or more of your minions here, you may have it affect another of your minions here the same way.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Funky Town cannot copy effects of actions played on minions or bases, nor of actions previously played. It cannot copy an effect already copied from a third minion by another Diva etc. It can copy once per action causing the effect, not once per minion being affected. “The same way” means e.g. moving it to the same base, or giving control of it to the same player. It can copy an effect even if it does not fit the original prerequisites (e.g. “power 3 or higher”). You must choose whether to copy an effect when the action is played, not when the effect happens. If an effect has multiple parts, choose only one part to copy. The copied effect is considered to come from the original standard action causing the effect, not from the Diva etc. allowing additional affected targets.&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Disco_Dancers&amp;diff=3695</id>
		<title>Disco Dancers</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Disco_Dancers&amp;diff=3695"/>
		<updated>2026-08-26T15:09:42Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Updated Examples of Play&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1046 CoverPhoto DiscoDancers.png|none|frame|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-disco-dancers Purchase the Disco Dancers Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
Nothing defined the 1970s like Disco. Love it or hate it, this music shaped our image of that decade. And the people who loved it are here to turn the beat around all over their opponents! Don’t assume that the leisure suits and roller skates make them pushovers, or you just might not make it to the last dance... Disco Dancers have learned the power of dancing together. Watch out as they copy each others’ moves!&lt;br /&gt;
&lt;br /&gt;
Disco Dancers are from the &#039;&#039;&#039;That 70&#039;s Expansion set&#039;&#039;&#039; and &#039;&#039;&#039;do not&#039;&#039;&#039; have a Titan card.&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: HIGH ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Minions That Copy Standard Actions Played On Others&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Standard Actions That Affect Minions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disco Dancers focus on standard actions (i.e. actions that don&#039;t remain in play after being played, either by being played on another card, or buried on a base) and more specifically on those that affect minions (so you better brush up on your understanding of affection!) Their defining mechanic is copying the effects applied to minions by standard actions, which you can see as a way to expand the number of minions affected by that action. For example, Gimme the Prize is limited to a maximum of three minions, but if you have Divas in play, you can affect those Divas in addition to the three minions.&lt;br /&gt;
&lt;br /&gt;
A few clarifications about copying the effects though:&lt;br /&gt;
&lt;br /&gt;
* Each of the effect-copying cards (Dancing King, Diva, We are Family and Funky Town) can only copy &#039;&#039;&#039;one effect per action&#039;&#039;&#039; (even Dancing King!) Diva, We are Family and Funky Town have a further restriction in that they can only copy one effect per action &#039;&#039;&#039;per turn.&#039;&#039;&#039;&lt;br /&gt;
* They can only copy effects that count as affecting. More particularly, merely &amp;quot;choosing&amp;quot; and &amp;quot;playing&amp;quot; a minion &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; count as affecting.&lt;br /&gt;
* You can only copy an effect on a minion if that minion isn&#039;t already one of the minions that are directly affected by the action. However, that minion doesn&#039;t have to match the action&#039;s requirements and can get multiple copies of that effect from different effect-copying cards.&lt;br /&gt;
* Cards are still resolved in order, so if the card did something before the actual affecting part, you don&#039;t go back and redo the previous part. In particular, with &amp;quot;Do X to affect a minion&amp;quot;-type of abilities, if you duplicate the affection, you don&#039;t redo X.&lt;br /&gt;
* After copying the effect, you resolve the rest of the ability &#039;&#039;&#039;exactly as written.&#039;&#039;&#039; If copying the effect influences the rest of the ability, it will be explicitly written. If it&#039;s not explicitly written, then there&#039;s no influence whatsoever.&lt;br /&gt;
** If the rest of the ability refers to the minion (or minions) that was directly affected, only apply it to the minion that was directly affected, not the minions that got a copy of the effect. For example, with Headlong, you move a minion and place +1 power counter &amp;quot;on that minion&amp;quot;. If you copy the movement with Diva, the rest of the ability, which says &amp;quot;Place two +1 power counters on that minion&amp;quot;, should only be resolved by treating &amp;quot;that minion&amp;quot; as meaning &amp;quot;the minion directly affected&amp;quot; (so not the Diva). The rules even give the example of Fast as Lightning where if you duplicate the part that says &amp;quot;it gains +2 power&amp;quot;, the rest of the ability that says &amp;quot;if it would go to the discard pile it is returned to its owner’s hand instead&amp;quot; won&#039;t be duplicated and will therefore only apply to the minion that was directly affected.&lt;br /&gt;
* If the effect you want to duplicate only happens at a later time than when the action was played, you must declare that you duplicate it when the action is played, not when the effect happens. For example, Fast as Lightning&#039;s return-to-hand effect only happens if the minion is discarded, which can happen at any point of the turn, e.g. after its base is scored. The rulebook state that if you want to copy that return-to-hand effect, you must decide it when the action is played, not when the effect is happening. Other examples of effects happening at a later time: I Select You! places the minion under the deck at the end of the turn, I Will Survive and any after-scoring effects that state &amp;quot;instead of the discard pile&amp;quot; will only affect the minion when it is time to discard the minion, not when the action is played.&lt;br /&gt;
&lt;br /&gt;
====== Examples of Play ======&lt;br /&gt;
Given how complicated Disco Dancers can get, here are some examples of plays showing how they work:&lt;br /&gt;
&lt;br /&gt;
At Base X, Anne has two Divas and a Disco Lou.&lt;br /&gt;
&lt;br /&gt;
* If Anne plays Get Down Tonight, giving Disco Lou +2 power:&lt;br /&gt;
** Each Diva also gets +2, copying Disco Lou’s +2.&lt;br /&gt;
** One Diva cannot copy the +2 the other Diva gets, because that is not a direct effect.&lt;br /&gt;
** Because three minions were affected by Get Down Tonight, Anne draws three cards.&lt;br /&gt;
* If Anne plays I’m So Excited to move Disco Lou:&lt;br /&gt;
** If either Diva copies the move, it has to be to the same base.&lt;br /&gt;
* If after scoring, Anne plays I Will Survive to return Disco Lou to the hand:&lt;br /&gt;
** The Divas may also be returned to the hand.&lt;br /&gt;
* Note: Divas can copy only one effect per turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At Base Y, Anne has a Diva and a Roller, Bob has Foxy Green, Carol has Dragon Warrior.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If Anne plays Tough It Out on the Roller:&lt;br /&gt;
** Tough It Out is not a standard action, so Roller does not get a power counter, and the Divas cannot copy it.&lt;br /&gt;
** Bob places a power counter on Foxy Green since Anne played a card affecting minions there.&lt;br /&gt;
* If Anne plays Disco Inferno and places a power counter on Roller, and Bob places one on Foxy Green and Carol places one on Dragon Warrior:&lt;br /&gt;
** The Roller gets a second counter since it had none when Disco Inferno was played.&lt;br /&gt;
** The Diva copies the effect on the Roller and gets a power counter.&lt;br /&gt;
** Four minions were affected, so Anne draws four cards; but Bob still places just one additional power counter on Foxy Green.&lt;br /&gt;
* If Anne plays Last Dance:&lt;br /&gt;
** Anne can destroy the Roller and have the Diva copy it, earning 2 VPs.&lt;br /&gt;
** Bob can destroy Foxy Green and earn 1 VP.&lt;br /&gt;
** Carol cannot destroy Dragon Warrior and cannot earn any VPs.&lt;br /&gt;
&lt;br /&gt;
At Funky Town, Anne has Dancing King and a Diva with We are Family on it, and Dave has Jacky Bill.&lt;br /&gt;
&lt;br /&gt;
* If Dave plays A Whole Lot Meaner to add +3 power to Jacky Bill:&lt;br /&gt;
** We Are Family may copy it and add +3 power to the Diva.&lt;br /&gt;
** Dancing King may also copy it and add +3 power to itself (or to the Diva, but not to both). Dancing King can still copy more effects later this turn.&lt;br /&gt;
* If Dave plays Make My Day to destroy the Diva:&lt;br /&gt;
** Dancing King may copy its effect and destroy Jacky Bill, even though Jacky Bill’s power is higher than 3.&lt;br /&gt;
* If Anne plays Fast as Lightning and targets Dancing King, giving it +2 power:&lt;br /&gt;
** This effect can be copied by the Diva and by We Are Family and by Funky Town and by Dancing King, so the Diva can gain +8 power.&lt;br /&gt;
** Or, any one of those cards could copy the effect of going to the hand instead, leaving the Diva with +6 power — but the choice must be made when Fast as Lightning is played.&lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Dinosaurs]]&#039;&#039;&#039;: Augmentation is an awesome action to spread around with Disco King, Divas, and We Are Family. Even affecting two minions with it yields +8 power, often enough to break a base. Howl is decent as well, but nowhere near as explosive as Augmentation.&lt;br /&gt;
* &#039;&#039;&#039;[[Time Travelers]]&#039;&#039;&#039;: It&#039;s Astounding can replay Disco actions like Get Down Tonight and Last Dance. Doctor When and Do Over can replay Disco Lou&#039;s useful on-play.&lt;br /&gt;
* &#039;&#039;&#039;[[Mythic Greeks]]&#039;&#039;&#039;: Favor of Ares and Favor of Hera are great to spread.&lt;br /&gt;
* &#039;&#039;&#039;[[Kung Fu Fighters]]&#039;&#039;&#039;: Fast as Lightning can either give multiple minions +2 power until end of turn, or allow you to return them all to hand after their base breaks. Rollers function as pseudo-Drunken Masters due to their capped +1 power counter production abilities; Dragon Warrior, Cricket, Ancient Chinese Arts, and Expert Timing can transfer their counters to other minions.&lt;br /&gt;
* &#039;&#039;&#039;[[Astroknights]]&#039;&#039;&#039;: Use the Fours is identical to Augmentation and thus just as good for spreading, though there&#039;s only one copy here. Block the Probe and Yield to Rage are also good options.&lt;br /&gt;
* &#039;&#039;&#039;[[Mounties]]&#039;&#039;&#039;: Mounties have plenty of standard actions that move your minions and/or power them up, Move Aboot and Power Poutine in particular. Eh? isn&#039;t a terrible option either, though Power Poutine will generally be preferable for spreading.&lt;br /&gt;
* &#039;&#039;&#039;[[Musketeers]]&#039;&#039;&#039;: Musketeers and Disco Dancers compliment each other quite well, as both care about actions that affect your minions and have plenty to spare. Due to all the +1s you&#039;ll have to add up, this combo can be quite mathy.&lt;br /&gt;
* &#039;&#039;&#039;Big Hero 6&#039;&#039;&#039;: The Rollers really come in handy here, as their counters allow Version 2.0 to affect them, and that in turn allows other Disco Dancers to be affected the same way. Of course, BH6&#039;s characters also work for that combo.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Dancing King ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder10.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Ongoing: When a standard action directly affects one or more minions here, you may choose another minion here to be affected the same way.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*Here, “another minion” means different from the ones already affected, not different from Dancing King.&lt;br /&gt;
*Dancing King cannot copy effects of actions played on minions or bases, nor of actions previously played. It cannot copy an effect already copied from a third minion by another Diva etc. It can copy once per action causing the effect, not once per minion being affected. “The same way” means e.g. moving it to the same base, or giving control of it to the same player. It can copy an effect even if it does not fit the original prerequisites (e.g. “power 3 or higher”). You must choose whether to copy an effect when the action is played, not when the effect happens. If an effect has multiple parts, choose only one part to copy. The copied effect is considered to come from the original standard action causing the effect, not from the Diva etc. allowing additional affected targets.&lt;br /&gt;
&lt;br /&gt;
====== 2x Disco Lou ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder9.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Play an extra action OR place an action from your discard pile on top of your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 3x Diva ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder7.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Ongoing: Once each turn, when a standard action directly affects one or more of your other minions here, you may choose this minion to be affected the same way.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Diva cannot copy effects of actions played on minions or bases, nor of actions previously played. It cannot copy an effect already copied from a third minion by another Diva etc. It can copy once per action causing the effect, not once per minion being affected. “The same way” means e.g. moving it to the same base, or giving control of it to the same player. It can copy an effect even if it does not fit the original prerequisites (e.g. “power 3 or higher”). You must choose whether to copy an effect when the action is played, not when the effect happens. If an effect has multiple parts, choose only one part to copy. The copied effect is considered to come from the original standard action causing the effect, not from the Diva etc. allowing additional affected targets.&lt;br /&gt;
&lt;br /&gt;
====== 4x Roller ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder4.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Ongoing: After this minion is affected by a standard action, you may place two +1 power counters on it if it had no such counters when the action was played.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (one counter to two counters, made optional, and no longer requires being &#039;&#039;directly&#039;&#039; affected)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Celebration ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder19.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Play two extra actions.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Disco Inferno ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder17.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Each player may place a +1 power counter on one of their minions. For each minion affected by this, draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Get Down Tonight ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder15.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Give a minion +2 power until the end of the turn. Draw a card for each minion affected by this.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (now draws for each minion affected, not just once)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x I&#039;m So Excited ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder13.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Move one of your minions. Draw a card for each minion affected by this.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (now draws a card for each minion affected, not just once)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x I Will Survive ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder12.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Special: After a base scores, return one of your minions there to its owner&#039;s hand instead of the discard pile.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x It&#039;s Raining Men ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder11.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Play an extra minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Last Dance ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder18.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Each player may destroy a minion they control. For each minion actually destroyed, its controller gains 1VP.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Credit for destroying the minion goes to the player who chooses to have it destroyed.&lt;br /&gt;
&lt;br /&gt;
====== 1x Stayin&#039; Alive ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder16.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Choose one of your minions in play. Place a copy of it from your discard pile into your hand.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Turn The Beat Around ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder20.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Choose a minion to gain +1 power until the end of the turn. For each minion affected by this, a minion there of your choice gains -1 power until the end of the turn. Special: You may play this before a base scores.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* “Each minion affected by this” means the minions that gain the +1 power described earlier, not those that get the -1 power described later. Multiple -1 power losses may be assigned to the same minion.&lt;br /&gt;
&lt;br /&gt;
====== 1x We are Family ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder14.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
Play on a minion. Ongoing: Once each turn, when a standard action directly affects one or more other minions here, you may choose this minion to be affected the same way.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* We Are Family cannot copy effects of actions played on minions or bases, nor of actions previously played. It cannot copy an effect already copied from a third minion by another Diva etc. It can copy once per action causing the effect, not once per minion being affected. “The same way” means e.g. moving it to the same base, or giving control of it to the same player. It can copy an effect even if it does not fit the original prerequisites (e.g. “power 3 or higher”). You must choose whether to copy an effect when the action is played, not when the effect happens. If an effect has multiple parts, choose only one part to copy. The copied effect is considered to come from the original standard action causing the effect, not from the Diva etc. allowing additional affected targets.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Boogie Wonderland ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder22.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 21 - VPs: 4 2 1 - After a player plays a standard action that affects one or more of their minions here, they draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This triggers by moving a minion from here, but not to here.&lt;br /&gt;
&lt;br /&gt;
====== 1x Funky Town ======&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder21.png|none|thumb|420x420px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 23 - VPs: 4 3 2 - Once per turn, when your standard action directly affects one or more of your minions here, you may have it affect another of your minions here the same way.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Funky Town cannot copy effects of actions played on minions or bases, nor of actions previously played. It cannot copy an effect already copied from a third minion by another Diva etc. It can copy once per action causing the effect, not once per minion being affected. “The same way” means e.g. moving it to the same base, or giving control of it to the same player. It can copy an effect even if it does not fit the original prerequisites (e.g. “power 3 or higher”). You must choose whether to copy an effect when the action is played, not when the effect happens. If an effect has multiple parts, choose only one part to copy. The copied effect is considered to come from the original standard action causing the effect, not from the Diva etc. allowing additional affected targets.&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Cowboys&amp;diff=3694</id>
		<title>Cowboys</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Cowboys&amp;diff=3694"/>
		<updated>2026-08-25T14:47:18Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1053 CoverPhoto Cowboys.png|none|frame|Illustrated by: Carl Frank]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-cowboys Purchase the Cowboys Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
Yeeeehaw!! Come out guns blazing with the rip-roarin’est faction to ever ride into Smash Up. The Cowboys are going to call you out at high noon, and make sure you go home in a pine box. Dueling is their strategy of choice, because who better to slap leather than the quickest guns in the west?&lt;br /&gt;
&lt;br /&gt;
Cowboys are from the &#039;&#039;&#039;Oops, You Did It Again set&#039;&#039;&#039; and have a Titan card - &#039;&#039;&#039;Pecos Bill&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: MEDIUM-HIGH ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Duels&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Temporary Power Boosts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cowboys are able to start duels with other players&#039; minions that usually end with the destruction of one or both dueling minions. To help them win duels, they have an assortment of cards that can greatly boost their minions&#039; power. &lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Aliens]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Killer Plants]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Innsmouth]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Sharks]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Explorers]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Disco Dancers]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Samurai]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Mounties]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.E.L.D.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lion King&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Sheriff ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys10.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Special: Before this base scores, this minion may duel another player’s minion here. Destroy the losing minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 2x Pinkerton ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys8.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Ongoing: Once per duel, when one of your minions is in a duel, you may place a +1 power counter on it.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (no longer limited to just your minions on the same base)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*This may affect itself in a duel. The power counter is placed before the dueling cards are placed on the table. &lt;br /&gt;
&lt;br /&gt;
====== 3x Gunfighter ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys7.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - This minion may duel another player’s minion here. Destroy the losing minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 4x Deputy ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys4.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Special: On your turn or during a duel involving your minion, you may discard this card from your hand to give a minion +2 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You may wait until after your opponent has revealed their dueling card to decide whether to discard the Deputy. &lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Dynamite Surprise ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys16.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
Special: Before a base scores where you have a minion and are not winning, destroy a minion of power 4 or less there. Special: If another player’s card reveals or looks at a card in your hand or deck, destroy one of their minions of power 4 or less.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This triggers from your hand, or if revealed from your deck. It is not triggered if another player looks at it in your deck.&lt;br /&gt;
&lt;br /&gt;
====== 1x Form a Posse ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys18.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
Each of your minions gains +1 power and cannot be destroyed, moved, or returned to the hand until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Gold in Them Thar Hills ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys19.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
Look at the top three cards of your deck. Reveal and draw one of them; you may play it as an extra card. Return the rest in any order.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Gold Strike ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys11.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
Play on a base. Ongoing: After you play a minion here, draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x High Noon ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys13.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
One of your minions duels another player’s minion at the same base. Destroy the losing minion. If your minion wins, you may play an extra minion there.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If your opponent wins they do not get an extra minion, and neither do you if your minion is destroyed. “There” is where your winning minion is at the end of the duel.&lt;br /&gt;
&lt;br /&gt;
====== 2x Quick Draw ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys14.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
Choose one of your minions. If it is in a duel, it gains +4 power until the end of the turn, otherwise it gains +2 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* The amount of power gained is determined when this card is played and does not change even if the minion’s dueling status changes.&lt;br /&gt;
&lt;br /&gt;
====== 1x Run &#039;Em Off ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys17.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
One of your minions duels another player’s minion at the same base. The winning minion gains +3 power until the end of the turn, and its controller moves the losing minion to another base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Stagecoach ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys20.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
Move or transfer up to two of your cards on the same base to another base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Saloon ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys22.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 20 - VPs: 3 2 1 - After a minion here is destroyed, each player with a minion here may draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x So-So Corral ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys21Errata.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 19 - VPs: 4 2 1 - Once per turn, after you play a minion here, it may duel another player&#039;s minion here. Destroy the losing minion.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* The losing minion is destroyed by the challenging player.&lt;br /&gt;
&lt;br /&gt;
=== Card - Titan ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Pecos Bill ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys23.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Special: When you become the challenger in a duel, you may discard a card to play this titan there. Do not resolve any titan clashes until after the end of the duel. Ongoing: During duels here, other players may not move minions from here or return them to a player’s hand. Ongoing: After you win a duel, draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Cowboys&amp;diff=3693</id>
		<title>Cowboys</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Cowboys&amp;diff=3693"/>
		<updated>2026-08-25T14:45:16Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Corrected So-So Corral to errata image and wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1053 CoverPhoto Cowboys.png|none|frame|Illustrated by: Carl Frank]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-cowboys Purchase the Cowboys Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
Yeeeehaw!! Come out guns blazing with the rip-roarin’est faction to ever ride into Smash Up. The Cowboys are going to call you out at high noon, and make sure you go home in a pine box. Dueling is their strategy of choice, because who better to slap leather than the quickest guns in the west?&lt;br /&gt;
&lt;br /&gt;
Cowboys are from the &#039;&#039;&#039;Oops, You Did It Again set&#039;&#039;&#039; and have a Titan card - &#039;&#039;&#039;Pecos Bill&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: MEDIUM-HIGH ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Duels&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Temporary Power Boosts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cowboys are able to start duels with other players&#039; minions that usually end with the destruction of one or both dueling minions. To help them win duels, they have an assortment of cards that can greatly boost their minions&#039; power. &lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Aliens]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Killer Plants]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Innsmouth]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Sharks]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Explorers]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Disco Dancers]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Samurai]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Mounties]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.E.L.D.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lion King&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Sheriff ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys10.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Special: Before this base scores, this minion may duel another player’s minion here. Destroy the losing minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 2x Pinkerton ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys8.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Ongoing: Once per duel, when one of your minions is in a duel, you may place a +1 power counter on it.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (no longer limited to just your minions on the same base)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*This may affect itself in a duel. The power counter is placed before the dueling cards are placed on the table. &lt;br /&gt;
&lt;br /&gt;
====== 3x Gunfighter ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys7.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - This minion may duel another player’s minion here. Destroy the losing minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 4x Deputy ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys4.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Special: On your turn or during a duel involving your minion, you may discard this card from your hand to give a minion +2 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You may wait until after your opponent has revealed their dueling card to decide whether to discard the Deputy. &lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Dynamite Surprise ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys16.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
Special: Before a base scores where you have a minion and are not winning, destroy a minion of power 4 or less there. Special: If another player’s card reveals or looks at a card in your hand or deck, destroy one of their minions of power 4 or less.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This triggers from your hand, or if revealed from your deck. It is not triggered if another player looks at it in your deck.&lt;br /&gt;
&lt;br /&gt;
====== 1x Form a Posse ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys18.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
Each of your minions gains +1 power and cannot be destroyed, moved, or returned to the hand until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Gold in Them Thar Hills ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys19.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
Look at the top three cards of your deck. Reveal and draw one of them; you may play it as an extra card. Return the rest in any order.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Gold Strike ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys11.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
Play on a base. Ongoing: After you play a minion here, draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x High Noon ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys13.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
One of your minions duels another player’s minion at the same base. Destroy the losing minion. If your minion wins, you may play an extra minion there.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If your opponent wins they do not get an extra minion, and neither do you if your minion is destroyed. “There” is where your winning minion is at the end of the duel.&lt;br /&gt;
&lt;br /&gt;
====== 2x Quick Draw ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys14.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
Choose one of your minions. If it is in a duel, it gains +4 power until the end of the turn, otherwise it gains +2 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* The amount of power gained is determined when this card is played and does not change even if the minion’s dueling status changes.&lt;br /&gt;
&lt;br /&gt;
====== 1x Run &#039;Em Off ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys17.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
One of your minions duels another player’s minion at the same base. The winning minion gains +3 power until the end of the turn, and its controller moves the losing minion to another base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Stagecoach ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys20.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
Move or transfer up to two of your cards on the same base to another base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Saloon ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys22.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 20 - VPs: 3 2 1 - After a minion here is destroyed, each player with a minion here may draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x So-So Corral ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys21Errata.png|none|thumb|420x420px|Illustrated by: Carl Frank]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 19 - VPs: 4 2 1 - Once per turn, after you play a minion here, it may duel another player&#039;s minion here. Destroy the losing minion.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If you play a minion here that lets you immediately play other minions here (e.g. Zapbot, Critter Coach), do their duels in reverse order to how they were played. The duel is chosen by the minion’s controller after the minion is played and resolved.&lt;br /&gt;
* The losing minion is destroyed by the challenging player.&lt;br /&gt;
&lt;br /&gt;
=== Card - Titan ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Pecos Bill ======&lt;br /&gt;
[[File:SU1053 OopsYouDidItAgain Cowboys23.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Special: When you become the challenger in a duel, you may discard a card to play this titan there. Do not resolve any titan clashes until after the end of the duel. Ongoing: During duels here, other players may not move minions from here or return them to a player’s hand. Ongoing: After you win a duel, draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1053_OopsYouDidItAgain_Cowboys21Errata.png&amp;diff=3692</id>
		<title>File:SU1053 OopsYouDidItAgain Cowboys21Errata.png</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1053_OopsYouDidItAgain_Cowboys21Errata.png&amp;diff=3692"/>
		<updated>2026-08-25T14:43:40Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Game_Setup&amp;diff=3691</id>
		<title>Game Setup</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Game_Setup&amp;diff=3691"/>
		<updated>2026-07-27T16:45:36Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Corrected mulligan rule to most recent version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each player selects two different factions to play with.  For gameplay purposes, each player is considered the owner of the factions they chose. Shuffle together your two factions to make a 40-card deck. If your factions have any titans, place them near your deck. (See [[Special Cards, Counters and Other Rules|Titans]])&lt;br /&gt;
[[File:2a SmashingUpDecks.png|none|thumb|538x538px]]&lt;br /&gt;
Next, make your base deck. You don’t have to play with all the bases at once. Each set comes with bases meant to go along with the factions in that set, but if you shuffle all 120 (or more) bases together, there isn’t much chance for a player to get to see the bases that are best for the factions they are playing! So we recommend you just grab the bases from the sets the chosen factions came from. For example, if you are playing Halfling [[Kung Fu Fighters]] vs. [[Mega Troopers|Mega Trooper]] [[Rock Stars]] vs. Orc [[Grannies]], take the bases from That ‘70s Expansion, Smash Up: Munchkin, Big in Japan and What Were We Thinking? to make your base deck. Shuffle those base cards together.&lt;br /&gt;
&lt;br /&gt;
If any of the sets used in your game has extra decks (e.g. Madness for Cthulhu, Monsters and Treasure for Munchkin), shuffle those decks and set them out too. (Okay, the Madness deck doesn’t need to be shuffled.)&lt;br /&gt;
&lt;br /&gt;
Draw one base per player, plus one (e.g., four bases for three players), and place them face up in the middle of the table. If any of the bases needs monsters, add them now (see [[Special Cards, Counters and Other Rules|Monsters &amp;amp; Treasures]]).&lt;br /&gt;
[[File:2c OtherGameItems.png|thumb|423x423px|These game items are only used with certain sets. The decks are placed where all can reach them; titans are placed near their owners&#039; decks.]]&lt;br /&gt;
[[File:2b MainSetup.png|none|thumb|683x683px]]&lt;br /&gt;
&lt;br /&gt;
​All players draw five cards from their decks. If you have no minions in your opening hand, you may show your hand, set it aside, draw a new hand of five cards, and shuffle the other cards into your deck; you must keep the second hand. The first player is the person who (in order of priority) was most recently:&lt;br /&gt;
&lt;br /&gt;
* Abducted by an alien,&lt;br /&gt;
* Press-ganged by a pirate,&lt;br /&gt;
* Bitten by a vampire,&lt;br /&gt;
* Burned by a dragon,&lt;br /&gt;
* Kissed by a princess,&lt;br /&gt;
* Driven insane by Cthulhu&lt;br /&gt;
* Attacked by a teddy bear, or&lt;br /&gt;
* Eaten by an orc&lt;br /&gt;
&lt;br /&gt;
If no one meets the criteria, then you&#039;ll just have to figure out who goes first on your own.&lt;br /&gt;
{{Textbox|boxtype=note|header=Kickin&#039; It Queensberry|text=For formal play, put at least 2 factions per player in the&lt;br /&gt;
middle of the table. Randomly determine who goes first. The first player chooses one faction. Choice continues clockwise. When everyone has chosen one faction, the last player chooses a second faction. Choice continues in reverse order.|icon=yes}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:300px;&amp;quot; |[[Know Your Cards! (card anatomy)|&amp;lt;- previous: Know Your Cards!]]&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Game Setup&lt;br /&gt;
! style=&amp;quot;width:300px;&amp;quot; |[[The Phases of a Turn|next: The Phases of a Turn -&amp;gt;]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Adolescent_Epic_Geckos&amp;diff=3690</id>
		<title>Adolescent Epic Geckos</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Adolescent_Epic_Geckos&amp;diff=3690"/>
		<updated>2026-07-27T16:43:34Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Corrected Forgefire hyperlink to direct to AEG instead of Action Heroes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1077 CoverPhoto AdolescentEpicGeckos.png|none|frame|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-adolescent-epic-geckos Purchase the Adolescent Epic Geckos Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
HANG TEN! Get ready to bash some bad guys and chow down on lasagna with the Geckos! These secretive heroes of the city take down their foes with sick martial arts combos. Just when you think you have one of them pinned down, another will take his place and save the day!&lt;br /&gt;
&lt;br /&gt;
Adolescent Epic Geckos are from the &#039;&#039;&#039;Half the Battle set&#039;&#039;&#039; and &#039;&#039;&#039;do not&#039;&#039;&#039; have a Titan card.&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: MEDIUM-HIGH ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tagging Out Your Minions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Playing Two Or More Actions Per Turn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fusions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Dinosaurs]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Shapeshifters]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Mad Scientists]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Mythic Greeks]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Kung Fu Fighters]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Musketeers]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Knights of the Round Table]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Rulers of the Cosmos]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Hokusai ======&lt;br /&gt;
[[File:SU1077 HalfTheBattle AdolescentEpicGeckos7.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - You may place a +1 power counter on one of your minions. Talent: If you have played at least two actions this turn, for each base you may place a +1 power counter on a minion there&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Kandinsky ======&lt;br /&gt;
[[File:SU1077 HalfTheBattle AdolescentEpicGeckos10.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - This minion gains +1 power until the end of the turn. Talent: If you have played at least two actions this turn, give this minion +2 power until the end of the turn OR move another one of your minions to here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Monet ======&lt;br /&gt;
[[File:SU1077 HalfTheBattle AdolescentEpicGeckos9.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Draw a card. Ongoing: Any time you can play an action, you may instead draw a card and trigger all abilities as though you had played an action.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Van Gogh ======&lt;br /&gt;
[[File:SU1077 HalfTheBattle AdolescentEpicGeckos8.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - You may shuffle a standard action from your discard pile into your deck. Ongoing: After you play a standard action, you may store it under this card. At the start of your turn or after you win this base, shuffle all cards stored under this card into your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 2x K.C. Smith ======&lt;br /&gt;
[[File:SU1077 HalfTheBattle AdolescentEpicGeckos5.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - &#039;&#039;&#039;Fusion&#039;&#039;&#039; - Minion: Play an extra action. / Action: Play an extra minion&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 4x June ======&lt;br /&gt;
[[File:SU1077 HalfTheBattle AdolescentEpicGeckos.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - If you have a minion of printed power 4 in play, you may swap it for one with a different name in your hand or deck; if not, you may draw one off the top of your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Breaking News ======&lt;br /&gt;
[[File:SU1077 HalfTheBattle AdolescentEpicGeckos20.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Look at the top four cards of your deck. Draw one and return the rest in any order. If this is your first action played this turn, play an extra action.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Flip Kick ======&lt;br /&gt;
[[File:SU1077 HalfTheBattle AdolescentEpicGeckos16.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Draw a card. If this is your first action played this turn, play an extra action; if not, draw two more cards.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Gecko Blimp ======&lt;br /&gt;
[[File:SU1077 HalfTheBattle AdolescentEpicGeckos15.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
If this is your first action played this turn, move one of your minions and play an extra action; if not, move any minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Gecko Power ======&lt;br /&gt;
[[File:SU1077 HalfTheBattle AdolescentEpicGeckos17.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on a minion. Talent: If you have played at least two other actions this turn, move this minion OR place a +1 power counter on it OR give it +2 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Gecko Rap ======&lt;br /&gt;
[[File:SU1077 HalfTheBattle AdolescentEpicGeckos11.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Swap one of your minions in play for one with a different name and equal or less power in your hand, deck, or discard pile. If this is your first action played this turn, play an extra action; if not, place a +1 power counter on the new minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x Lasagna Party ======&lt;br /&gt;
[[File:SU1077 HalfTheBattle AdolescentEpicGeckos12.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play an extra minion of power 2 or less. If this is your first action played this turn, play an extra action; if not, place two +1 power counters on a minion at that base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Now You Know: Bullying ======&lt;br /&gt;
[[File:SU1077 HalfTheBattle AdolescentEpicGeckos14.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Move one of your minions. Special: After a base scores where you didn’t win, you may play this card to return one of your minions there to your hand instead.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x The Master&#039;s Teachings ======&lt;br /&gt;
[[File:SU1077 HalfTheBattle AdolescentEpicGeckos18.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Place two +1 power counters on one of your minions. If this is your first action played this turn, play an extra action; if not, you may give that minion +2 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Sewer Hideout ======&lt;br /&gt;
[[File:SU1077 HalfTheBattle AdolescentEpicGeckos21-rotated.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 21 - VPs: 4 2 1 - After you play your second action in a turn, you may place a +1 power counter on a minion here&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Technoball ======&lt;br /&gt;
[[File:SU1077 HalfTheBattle AdolescentEpicGeckos22-rotated.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 22 - VPs: 4 2 1 - After the first time you play a minion here each turn, you may play an extra action.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Main_Page&amp;diff=3687</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Main_Page&amp;diff=3687"/>
		<updated>2026-06-26T20:13:05Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Added &amp;quot;Special Decks&amp;quot; section with links to Madness, Monsters, and Treasures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Textbox|boxtype=important|header=The Smash Up wiki is a work in progress!|text=And you can help! If you have feedback you&#039;d like to give about rules, format, or other aspects of the wiki, let us know at https://www.alderac.com/customer-service. And to see the past major updates to the wiki, check the [[Update Tracker]] page.|icon=yes}}[[File:SmashUp PAUL Logo VECTOR.svg|center]]&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;color:#3e5389; margin-bottom: 2rem;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;text-align: center; display: block;&amp;quot;&amp;gt;Truly and Honestly the last Smash Up Rulebook you&#039;ll ever need!&amp;lt;/span&amp;gt;&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The Expanding Universe =====&lt;br /&gt;
From its first big bang, the Smash Up universe has expanded until none of our printed rulebooks could hold it all! So we took all those rulebooks and put them into this ever expanding, always being edited, all in one convenient, if not terribly funny wiki! &lt;br /&gt;
&lt;br /&gt;
===== How to use this wiki =====&lt;br /&gt;
If this is your first exposure to Smash Up, don’t let this ginormous wiki scare you off! The basic rules are covered in the first 1-7 links below! Use those to start with, along with any special rules for the factions you are using, as found in &#039;&#039;&#039;Faction Links&#039;&#039;&#039; below.&lt;br /&gt;
&lt;br /&gt;
As you play, you can find answers to many of your rules questions in &#039;&#039;&#039;6.&#039;&#039;&#039; &#039;&#039;&#039;Terms and Phrases&#039;&#039;&#039;, and specific card clarifications, which are found in the &#039;&#039;&#039;Faction Links&#039;&#039;&#039;. After a game or two you may enjoy reading the more &#039;&#039;&#039;7.&#039;&#039;&#039; &#039;&#039;&#039;Detailed Rules&#039;&#039;&#039; for greater enlightenment. &lt;br /&gt;
&lt;br /&gt;
If you want to more about this wiki in particular, check out the &#039;&#039;&#039;Update Tracker&#039;&#039;&#039; which lists everything that&#039;s been changed or added per week, and the &#039;&#039;&#039;How to Read a Card Entry&#039;&#039;&#039; page, which describes what each part of a card&#039;s entry in a faction page means. &lt;br /&gt;
&lt;br /&gt;
# [[Know Your Cards! (card anatomy)]]&lt;br /&gt;
# [[Game Setup]]&lt;br /&gt;
# [[The Phases of a Turn]]&lt;br /&gt;
# [[The Big Score|The Big Score (how the game ends, how to score, and how to win!)]]&lt;br /&gt;
# [[Special Cards, Counters and Other Rules|Special Cards, Counters and other Rules]]&lt;br /&gt;
# [[Terms and Phrases|Terms &amp;amp; Phrases]]&lt;br /&gt;
# [[Detailed Rules for Cards, Abilities, and Other Wackiness|Detailed Rules for Cards, Abilities, and other Wackiness]]&lt;br /&gt;
# [[Bases|List of Bases by Set]]&lt;br /&gt;
# [[List of Errata&#039;d Cards]]&lt;br /&gt;
# [[List of Factions with Titans]]&lt;br /&gt;
# [[Update Tracker]]&lt;br /&gt;
&lt;br /&gt;
===== Faction Links =====&lt;br /&gt;
Need to look up a card specific ruling? Find it fast in this alphabetized Faction list!&lt;br /&gt;
&lt;br /&gt;
* [[Action Heroes]]&lt;br /&gt;
* [[Adolescent Epic Geckos]]&lt;br /&gt;
* [[Aliens]]&lt;br /&gt;
* [[Anansi Tales]]&lt;br /&gt;
&lt;br /&gt;
* [[Ancient Egyptians]]&lt;br /&gt;
&lt;br /&gt;
* [[Ancient Incas]]&lt;br /&gt;
* [[Astroknights]]&lt;br /&gt;
* [[Backtimers]]&lt;br /&gt;
* [[Bear Cavalry]]&lt;br /&gt;
* [[Changerbots]]&lt;br /&gt;
* [[Clerics]]&lt;br /&gt;
* [[Clowns]]&lt;br /&gt;
* [[Cowboys]]&lt;br /&gt;
* [[Cyborg Apes]]&lt;br /&gt;
* [[Dinosaurs]]&lt;br /&gt;
* [[Disco Dancers]]&lt;br /&gt;
* [[Dragons]]&lt;br /&gt;
* [[Dwarves]]&lt;br /&gt;
* [[Elder Things]]&lt;br /&gt;
* [[Elves]]&lt;br /&gt;
* [[Explorers]]&lt;br /&gt;
* [[Extramorphs]]&lt;br /&gt;
* [[Fairies]]&lt;br /&gt;
* [[G.I. Gerald]]&lt;br /&gt;
* [[Geeks]]&lt;br /&gt;
* [[Ghosts]]&lt;br /&gt;
* [[Giant Ants]]&lt;br /&gt;
* [[Goblins]]&lt;br /&gt;
* [[Grannies]]&lt;br /&gt;
* [[Grimms&#039; Fairy Tales]]&lt;br /&gt;
* [[Halflings]]&lt;br /&gt;
* [[Ignobles]]&lt;br /&gt;
* [[Innsmouth]]&lt;br /&gt;
* [[Itty Critters]]&lt;br /&gt;
* [[Kaiju]]&lt;br /&gt;
* [[Killer Plants]]&lt;br /&gt;
* [[Kitty Cats]]&lt;br /&gt;
* [[Knights of the Round Table]]&lt;br /&gt;
* [[Kung Fu Fighters]]&lt;br /&gt;
* [[Luchadors]]&lt;br /&gt;
* [[Mad Scientists]]&lt;br /&gt;
* [[Mages]]&lt;br /&gt;
* [[Magical Girls]]&lt;br /&gt;
* [[Mega Troopers]]&lt;br /&gt;
* [[Mermaids]]&lt;br /&gt;
* [[Minions of Cthulhu]]&lt;br /&gt;
* [[Miskatonic University]]&lt;br /&gt;
* [[Mounties]]&lt;br /&gt;
* [[Musketeers]]&lt;br /&gt;
* [[Mythic Greeks]]&lt;br /&gt;
* [[Mythic Horses]]&lt;br /&gt;
* [[Ninjas]]&lt;br /&gt;
* [[Orcs]]&lt;br /&gt;
* [[Pearl and the Images]]&lt;br /&gt;
* [[Penguins]]&lt;br /&gt;
* [[Pirates]]&lt;br /&gt;
* [[Polynesian Voyagers]]&lt;br /&gt;
* [[Princesses]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Rock Stars]]&lt;br /&gt;
* [[Rulers of the Cosmos]]&lt;br /&gt;
* [[Russian Fairy Tales]]&lt;br /&gt;
* [[Samurai]]&lt;br /&gt;
* [[Shapeshifters]]&lt;br /&gt;
* [[Sharks]]&lt;br /&gt;
* [[Sheep]]&lt;br /&gt;
* [[Skeletons]]&lt;br /&gt;
* [[Slashers]]&lt;br /&gt;
* [[Smash Up All Stars]]&lt;br /&gt;
* [[Star Roamers]]&lt;br /&gt;
* [[Steampunks]]&lt;br /&gt;
* [[Sumo Wrestlers]]&lt;br /&gt;
* [[Super Spies]]&lt;br /&gt;
* [[Super Heroes]]&lt;br /&gt;
* [[Teddy Bears]]&lt;br /&gt;
* [[Teens]]&lt;br /&gt;
* [[Thieves]]&lt;br /&gt;
* [[Time Travelers]]&lt;br /&gt;
* [[Tornados]]&lt;br /&gt;
* [[Tricksters]]&lt;br /&gt;
* [[Truckers]]&lt;br /&gt;
* [[Vampires]]&lt;br /&gt;
* [[Vigilantes]]&lt;br /&gt;
* [[Vikings]]&lt;br /&gt;
* [[Warriors]]&lt;br /&gt;
* [[Werewolves]]&lt;br /&gt;
* [[Wizards]]&lt;br /&gt;
* [[World Champs]]&lt;br /&gt;
* [[Wraithrustlers]]&lt;br /&gt;
* [[Zombies]]&lt;br /&gt;
&lt;br /&gt;
===== Special Decks =====&lt;br /&gt;
&lt;br /&gt;
* [[Special Cards, Counters and Other Rules#The Madness Deck|The Madness Deck]]&lt;br /&gt;
* [[Special Cards, Counters and Other Rules#The Monster Deck|The Monster Deck]]&lt;br /&gt;
* [[Special Cards, Counters and Other Rules#The Treasure Deck|The Treasure Deck]]&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Minions_of_Cthulhu&amp;diff=3686</id>
		<title>Minions of Cthulhu</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Minions_of_Cthulhu&amp;diff=3686"/>
		<updated>2026-06-04T04:25:26Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Adjusted clarification for Complete the Ritual, corrected the multiple misspellings of the word &amp;quot;Cthulhu&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1015 CoverPhoto Cthulhu.png|none|frame|Illustrated by: Alex Konstad]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-minions-of-cthulhu Purchase the Minions of Cthulhu Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn! Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn! Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn!&lt;br /&gt;
&lt;br /&gt;
Minions of Cthulhu are from &#039;&#039;&#039;The Obligatory Cthulhu&#039;&#039;&#039; &#039;&#039;&#039;Set&#039;&#039;&#039; and have a Titan card - &#039;&#039;&#039;Cthulhu&#039;&#039;&#039; (I mean, who&#039;d you expect?).&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: HIGH ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power At The Cost Of Madness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Of the factions of The Obligatory Cthulhu Set, the Minions of Cthulhu forces you to draw numerous Madness cards, and revolves around their basic nature as standard actions by offering you similarly numerous extra action plays. Throughout the game, you will play so many Madness cards that we might as well say this faction has more than the standard 20 cards. In addition to Madness cards, the Minions of Cthulhu even feature more actions themselves than minions. The abundance of insanity and action cards ties into the ethereal and psychological nature of the mythos. Most of the Minions&#039; cards have strong effects with penalties attached to them, usually drawing a Madness card, reflecting the forbidden and taboo stigma of associating with Cthulhu. You have many weighty decisions to make throughout the game, all combining into one of the most complicated and challenging factions in the game.&lt;br /&gt;
&lt;br /&gt;
The next three sections give an overview of the major mechanics of the Minions, in order of prevalence in the faction, to help expose what is possible with Minions of Cthulhu. These mechanics are diverse, but interweave closely together, so you need to understand them to get the most out of Minions of Cthulhu.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Embrace the Twisting Madness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Madness is the core of Minions of Cthulhu and what makes playing them dangerous for you. It is like you are chained to a monster that consumes your hand and deck, and waits eagerly to take a bite out of your VPs at the end of the game. If you ignore this monster, you would be better off playing a different faction. &#039;&#039;&#039;You are never safe when you play Minions of Cthulhu.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your job is to make the monster work for you and nurture its potency. Recalling Madness&#039;s ability, you are allowed a way out, but that is not always the best choice. You are vulnerable at the start of the game, because of how Minions of Cthulhu recycle cards from your discard pile. This is a good time to draw extra cards. For the same reason, the Minions are strongest at the bottom of your deck, near the end of the game. This is a good time to return Madness cards.&lt;br /&gt;
&lt;br /&gt;
Normally, you draw 1 Madness card roughly every 2 turns. If you aggressively recycle cards, you can draw 1 every turn or even more than that. You may think it best to avoid drawing Madness cards in the first place, but then you miss out on the enticing tools the Minions offer that help control the monster. Obvious ones, Madness Unleashed and Star-Spawn of Cthulhu, subtle ones, Altar to Cthulhu, Cthulhu Fhtagn, and Whispers in Darkness, but view the whole faction around this concept of making use of Madness, and we start to see near limitless possibilities, much like the cards themselves. For example, starting with an empty deck and 7 Madness in our hand, we can play Whispers in Darkness followed by It Begins Again and Madness Unleashed to create a deck of 8 actions and draw and play all 8 of those actions all at once. With those action plays we can do a myriad of things like replay an action multiple times or return several other Madness cards in one go (Altar to Cthulhu was once able to generate infinite action plays).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But what happens when you come to the beginning again?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Someone said insanity means doing the same thing over and over again and expecting different results. The Minions of Cthulhu are great at refilling your deck with cards you want from your discard pile. Usually they get placed on top of your deck, letting you replay them soon afterwards, or immediately if you draw cards with Madness. Since abilities like this get better the smaller your deck, the Minions tend to get stronger the deeper into your deck you go, symbolizing going further and further insane with power. At the deepest levels, you can all but pick out whatever minion or action you desire to reuse again and again and again.&lt;br /&gt;
&lt;br /&gt;
To get to that point before the game ends, you have to draw extra cards and slow down your opponents. The Minions are good at both these things!&lt;br /&gt;
&lt;br /&gt;
The kicker is, if you have to draw cards when your deck is empty, you lose control over all of this, plus any Madness cards caught in the mix. You ride a fine line against disaster near the end of the game. That is why you need to think ahead and retain certain cards that restock your deck. Use this situation to put the Madness cards you played earlier in the game into your diminished deck so you can draw and return them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Steady Corruption&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Minions have multifaceted and diverse tools for slowing down the game by varying degrees: Star-Spawn of Cthulhu, Corruption, Furthering the Cause, Complete the Ritual, Cthulhu&#039;s Chosen, and Servitor of Cthulhu. Because you can farm VPs, you want the game to slow down as much as possible for everyone else, even indefinitely, and end the game on your terms after returning Madness cards. &lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
Along the many paths you can take through this labyrinth of powers and penalties, you can lose your way, take wrong turns, hit dead ends, and destroy yourself. On the other hand, many cards have no upper limits to their effects. The Minions reward ambition, a cool head under stress, and long-term, flexible planning.&lt;br /&gt;
&lt;br /&gt;
The Minions have less power than the average faction. Of their minions, only Cthulhu&#039;s Chosen is any good at winning bases, but you don&#039;t have to wait long to play them on the next base if you Recruit them by Force. You need to get Chosen onto bases that others want to break; he specializes in edging up to second or third place. It is ironic that you lose half of The Seal is Broken&#039;s VP if you don&#039;t get rid of the Madness card. The more you slow down the game, the more you can replay this card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cthulhu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Besides the awesomeness of summoning this faction&#039;s god-like namesake, this titan improves consistency and reduces his faction&#039;s reliance on specific partner and opponent matchups to thrive. The Minions of Cthulhu have several uses for Madness, and can be held back if they cannot draw Madness for a while. Their penalty from Madness and minimal amount of power balances out their potent abilities, but Minions of Cthulhu struggle if the game moves too quickly for them to maintain control.&lt;br /&gt;
&lt;br /&gt;
Cthulhu&#039;s play requirements provide on-demand Madness cards, as does his talent. Cthulhu possesses his Star-Spawn&#039;s potent ability to offload unneeded Madness onto opponents, but to pay off his play requirements you must keep Cthulhu around for a couple turns. Cthulhu easily accumulates +1 power counters through normal play of his faction, including Madness cards played to return to the Madness deck, and is one of few titans that can add power to himself through his own abilities. &lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
Minions of Cthulhu enable a variety of playstyles and goals. Maybe you like to dance with devils, harass your opponents, stack your deck and replay cards, play a lot of actions, or pull off crazy wild combos with their unique abilities. The best partner factions accomplish more than one of these at the same time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Wizards]]&#039;&#039;&#039;: This faction is great for getting used to the Minions of Cthulhu. They make managing Madness much easier and help you find good cards, so you can focus on the fun aspects of the Minions. It&#039;s an addicting thrill to blitz heedlessly through your deck like a runaway train, but it is more effective to take a measured approach and make the most of your cards before drawing more with Madness.&lt;br /&gt;
* &#039;&#039;&#039;[[Innsmouth]]&#039;&#039;&#039;: Mysteries of the Deep is extremely valuable, as are extra minion plays when combined with Altar to Cthulhu. Recycling Recruitment via Servitors makes it possible to play all 18 of your minions in a single turn, with corresponding action plays and Madness cards.&lt;br /&gt;
* &#039;&#039;&#039;Miskatonic University&#039;&#039;&#039;: Play even more Madness cards to dive to the bottom of your deck, then recycle the University&#039;s amazing return cards. Jump on the chance to win the base Miskatonic University.&lt;br /&gt;
* &#039;&#039;&#039;[[Itty Critters]]&#039;&#039;&#039;: These themes don&#039;t have much in common, right? Mechanically, they have a bizarre amount of synergy. Both are excellent at selecting cards with which to refill your deck, and a talent loop lets you replay an extra action every turn (Critter Champion with Altar &amp;gt; Servitor &amp;gt; Rainboroc). Itty Critters let you return Star-Spawn to your deck, and offer a few very impactful actions like Critter Cube.&lt;br /&gt;
* &#039;&#039;&#039;Elder Things&#039;&#039;&#039;: Fill some of the gaps in the Minions, like Begin the Summoning of Star-Spawn, and break bases much easier. Force everyone else to feel your Madness to slow down the game and counteract whatever Madness cards you end up with.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Star-Spawn of Cthulhu ======&lt;br /&gt;
[[File:SU1015 ObligatoryCthulhu Cthulhu8.png|none|thumb|420x420px|Illustrated by: Bryan Hagan]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Talent: Place a Madness card from your hand into another player’s hand.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 3x Cthulhu&#039;s Chosen ======&lt;br /&gt;
[[File:SU1015 ObligatoryCthulhu Cthulhu7.png|none|thumb|420x420px|Illustrated by: Bryan Hagan]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Special: Before a base scores, you may draw a Madness card to give this minion +2 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This ability triggers no matter which base is being scored. It triggers each time a base scores. Draw a separate Madness card for each Cthulhu’s Chosen you want to receive the +2 power. You can draw no more than one Madness card per Cthulhu’s Chosen per trigger.&lt;br /&gt;
&lt;br /&gt;
====== 4x Servitor of Cthulhu ======&lt;br /&gt;
[[File:SU1015 ObligatoryCthulhu Cthulhu4.png|none|thumb|420x420px|Illustrated by: Bryan Hagan]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Destroy this minion and place an action card from your discard pile on top of your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If your attempt to destroy this card fails because it is protected from destruction, you still place the action card. Destroying a Servitor on R’lyeh counts either for the Servitor’s ability (during the Play Cards phase, to place an action card) or for R’lyeh’s ability (at the start of the turn, to earn 1VP), but not both.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Altar to Cthulhu ======&lt;br /&gt;
[[File:SU1015 ObligatoryCthulhu Cthulhu14.png|none|thumb|420x420px|Illustrated by: Bryan Hagan]]&lt;br /&gt;
Play on a base. Ongoing&#039;&#039;&#039;:&#039;&#039;&#039; Once per turn, after you play a minion here, you may play an extra action.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (once per turn)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Complete the Ritual ======&lt;br /&gt;
[[File:SU1015 ObligatoryCthulhu Cthulhu15.png|none|thumb|420x420px|Illustrated by: Bryan Hagan]]&lt;br /&gt;
Play on a base where you have at least one minion. Ongoing&#039;&#039;&#039;:&#039;&#039;&#039; At the start of your turn, place all cards here on the bottom of their owners’ decks and swap this base with the top card of the base deck.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Cards that cannot be placed in a player&#039;s deck (e.g., Monsters, Treasures) are instead discarded to their respective discard piles. Titans on the base are removed from play.&lt;br /&gt;
&lt;br /&gt;
====== 2x Corruption ======&lt;br /&gt;
[[File:SU1015 ObligatoryCthulhu Cthulhu10.png|none|thumb|420x420px|Illustrated by: Bryan Hagan]]&lt;br /&gt;
Draw a Madness card. Destroy a minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Cthulhu Fhtagn ======&lt;br /&gt;
[[File:SU1015 ObligatoryCthulhu Cthulhu20.png|none|thumb|420x420px|Illustrated by: Alex Konstad]]&lt;br /&gt;
Reveal cards from the top of your deck until you have revealed two actions. Place them into your hand and put the rest of the cards on the bottom of your deck.&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Furthering the Cause ======&lt;br /&gt;
[[File:SU1015 ObligatoryCthulhu Cthulhu12.png|none|thumb|420x420px|Illustrated by: Bryan Hagan]]&lt;br /&gt;
Play on a base. Ongoing: At the end of every turn, if another player’s minion here was destroyed, gain 1 VP.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You get 1 VP if at least one minion was destroyed during the turn, not 1 VP per minion destroyed.&lt;br /&gt;
&lt;br /&gt;
====== 1x It Begins Again ======&lt;br /&gt;
[[File:SU1015 ObligatoryCthulhu Cthulhu19.png|none|thumb|420x420px|Illustrated by: Bryan Hagan]]&lt;br /&gt;
Shuffle any number of actions from your discard pile into your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Madness Unleashed ======&lt;br /&gt;
[[File:SU1015 ObligatoryCthulhu Cthulhu13.png|none|thumb|420x420px|Illustrated by: Bryan Hagan]]&lt;br /&gt;
Discard any number of Madness cards. For each one discarded, you may draw a card and play an extra action this turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You must do all discarding before drawing anything. You may not continue discarding Madness cards after starting to draw cards.&lt;br /&gt;
&lt;br /&gt;
====== 1x Recruit by Force ======&lt;br /&gt;
[[File:SU1015 ObligatoryCthulhu Cthulhu16.png|none|thumb|420x420px|Illustrated by: Bryan Hagan]]&lt;br /&gt;
Place any number of minions of power 3 or less from your discard pile on top of your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x The Seal is Broken ======&lt;br /&gt;
[[File:SU1015 ObligatoryCthulhu Cthulhu11.png|none|thumb|420x420px|Illustrated by: Bryan Hagan]]&lt;br /&gt;
Draw a Madness card. Gain 1 VP.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x Whispers in Darkness ======&lt;br /&gt;
[[File:SU1015 ObligatoryCthulhu Cthulhu17.png|none|thumb|420x420px|Illustrated by: Bryan Hagan]]&lt;br /&gt;
Draw a Madness card. You may play two extra actions this turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Mountains of Madness ======&lt;br /&gt;
[[File:SU1015 ObligatoryCthulhu Cthulhu23.png|none|thumb|420x420px|Illustrated by: Bryan Hagan]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 20 - VPs: 6 4 3 - After each time a minion is played here, its owner draws a Madness card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x R&#039;lyeh ======&lt;br /&gt;
[[File:SU1015 ObligatoryCthulhu Cthulhu22.png|none|thumb|420x420px|Illustrated by: Bryan Hagan]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 18 - VPs: 4 2 1 - At the start of each player’s turn, that player may destroy one of their minion’s here. If they do, they gain 1 VP.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If the minion is not destroyed because it is protected, its controller does not receive a VP.&lt;br /&gt;
&lt;br /&gt;
=== Card - Titan ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Cthulhu ======&lt;br /&gt;
[[File:SU1015 ObligatoryCthulhu Cthulhu21.png|none|thumb|420x420px|Illustrated by Alberto Tavira]]&lt;br /&gt;
Special: Instead of your regular action play, draw two Madness cards to play this titan on a base with one of your minions. Ongoing: After you play or draw a Madness card place a +1 power counter on this titan. Talent: Draw a Madness card, OR place a Madness card from your hand into another player&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You do not place power counters on Cthulhu when you first play it.&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Bear_Cavalry&amp;diff=3685</id>
		<title>Bear Cavalry</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Bear_Cavalry&amp;diff=3685"/>
		<updated>2026-05-17T05:21:06Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Added clarification to Bear Necessities.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Textbox|boxtype=important|header=This page is a work in progress!|text=Some sections may be missing or incomplete. Please bear with us as we work to fill them in.|icon=yes}}[[File:SU1009 CoverPhoto BearCavalry.png|none|frame|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-bear-cavalry Purchase the Bear Cavalry Faction on Forgefire]!&#039;&#039; ======&lt;br /&gt;
The Tsar wasn’t satisfied with mere horses, so you’re pretty much screwed. You can run away from them. Or you can get killed. Sometimes you get both. Just count yourself lucky that the bears aren’t also riding sharks.&lt;br /&gt;
&lt;br /&gt;
Bear Cavalry are from the &#039;&#039;&#039;Awesome Level 9000 set&#039;&#039;&#039; and have a Titan card: &#039;&#039;&#039;Major Ursa.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: Medium ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Moving Minions Into Their Traps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move minions (both yours and your opponents’) around the battlefield, and gain benefits for doing so. (Add more later)&lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Faction A&#039;&#039;&#039;: TBA&lt;br /&gt;
* &#039;&#039;&#039;Faction B&#039;&#039;&#039;: TBA&lt;br /&gt;
* &#039;&#039;&#039;Faction Etc&#039;&#039;&#039;: etc.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x General Ivan ======&lt;br /&gt;
[[File:General Ivan.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 6&#039;&#039;&#039; - Ongoing: Your minions cannot be destroyed. Once per turn, after another player&#039;s minion moves, you may give your minions there +1 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 2x Polar Commando ======&lt;br /&gt;
[[File:Polar Commando.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Talent: Place a +1 power counter on this minion or a minion with less power than this minion.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 3x Grizzled Veteran ======&lt;br /&gt;
[[File:Grizzled Veteran.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - You may move another player’s minion from here to another base.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 4x Cub Scout ======&lt;br /&gt;
[[File:Cub Scout.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Ongoing: After another player&#039;s minion moves here, if it has less power than this minion, you may destroy it. If you do, you may move one of your minions of printed power 3 or less to this base.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Bear Hug ======&lt;br /&gt;
[[File:Bear Hug.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Each other player destroys their minion with the least power (controller chooses in case of ties).&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Bear Necessities ======&lt;br /&gt;
[[File:Bear Necessities.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on a base. Talent: Until the start of your turn, other players with a minion here cannot play extra cards. At the start of your next turn, destroy this action.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* The self-destruction ability is part of the talent, so this card only destroys itself at the start of your next turn after you use the talent.&lt;br /&gt;
* Once the talent is used, the extra card-blocking effect remains active on that specific base until the start of your turn, regardless if Bear Necessities is moved, destroyed, or otherwise removed from play.&lt;br /&gt;
&lt;br /&gt;
====== 2x Bear Rides You ======&lt;br /&gt;
[[File:Bear Rides You.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Move a minion. If you moved a minion you control, you may cancel the abilities of a card at its new base until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* The base itself is a card &amp;quot;at its new base,&amp;quot; so you can choose to cancel the base.&lt;br /&gt;
&lt;br /&gt;
====== 1x Bearing Down ======&lt;br /&gt;
[[File:Bearing Down.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on a base. Ongoing: This base&#039;s breakpoint is increased by 2 for each player with a minion here, or decreased instead if you have moved another player&#039;s minion to this base this turn.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x Commission ======&lt;br /&gt;
[[File:Commission.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play an extra minion immediately. You may move another player’s minion from the extra minion’s base to another base.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x High Ground ======&lt;br /&gt;
[[File:High Ground.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on a base. Ongoing: If you have a minion here, after another player&#039;s minion moves to this base, you may destroy this action to either destroy that minion OR to draw a card and play an action.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Superiority ======&lt;br /&gt;
[[File:Superiority.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on a base. Talent: If you have the most power here, either draw a card OR your minions here cannot be affected by other players&#039; cards until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x You&#039;re Pretty Much Borscht ======&lt;br /&gt;
[[File:You&#039;re Pretty Much Borscht.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Choose a base where you have a minion. Move all other players’ minions from there to one other base.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Field of Honor ======&lt;br /&gt;
[[File:Field of Honor.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 16 - VPs: 3 1 1 - After the first time you destroy another player&#039;s minion here each turn, gain 1 VP.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Tsar&#039;s Palace ======&lt;br /&gt;
[[File:Tsar&#039;s Palace.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 22 - VPs: 5 3 2 - If you do not have more power here than each other player, you cannot play minions here of power 2 or less.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If some or all players have equal power on Tsar&#039;s Palace (including 0 power), they may not play minions of power 2 or less there normally.&lt;br /&gt;
&lt;br /&gt;
=== Card - Titan ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Major Ursa ======&lt;br /&gt;
[[File:Major Ursa.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Special: Instead of your regular minion play, you may play this titan. Ongoing: After another player&#039;s minion moves to or from this base, you may place a +1 power counter on this titan. Talent: Place a +1 power counter on a minion here OR move this titan.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=List_of_Factions_with_Titans&amp;diff=3684</id>
		<title>List of Factions with Titans</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=List_of_Factions_with_Titans&amp;diff=3684"/>
		<updated>2026-05-05T19:12:53Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are all the factions that have [[Special Cards, Counters and Other Rules#Titans|Titans]]. Some factions were originally released with a Titan, while most others had optional Titans added in a later set.&lt;br /&gt;
&lt;br /&gt;
====== Factions originally released with Titans: ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Titan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Itty Critters]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Rainboroc&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Kaiju]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Gorgodzolla&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Magical Girls]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Magical Castle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Mega Troopers]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Megabot&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Penguins]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Emperor Penguin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Factions that had Titans added in the TITANS Event Kit ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Titan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Bear Cavalry]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Major Ursa&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Changerbots]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Mergacon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Explorers]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Very Large Boulder&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Fairies]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Spirit of the Forest&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Ghosts]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Creampuff Man&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Giant Ants]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Death on Six Legs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Ignobles]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |The Hill that Strolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Innsmouth]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Dagon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Minions of Cthulu|Minions of Cthulhu]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Cthulhu&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Pirates]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |The Kraken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Super Spies]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Moon Zero Three&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Time Travelers]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Time Box&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Tricksters]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Big Funny Giant&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Vampires]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Ancient Lord&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Werewolves]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Great Wolf Spirit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Wizards]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Arcane Protector&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Factions that had Titans added in the 10th Anniversary set ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Titan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Ancient Egyptians]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Sphinx&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Cowboys]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Pecos Bill&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Dinosaurs]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Fort Titanosaurus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Grannies]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Great Grandma&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Killer Plants]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Killer Kudzu&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Kung Fu Fighters]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Sifu&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Mad Scientists]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |The Bride&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Ninjas]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Invisible Ninja&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Sharks]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Helicoprion&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Superheroes]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |The Everything Glove&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Tornados]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Category 5&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=List_of_Factions_with_Titans&amp;diff=3683</id>
		<title>List of Factions with Titans</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=List_of_Factions_with_Titans&amp;diff=3683"/>
		<updated>2026-05-05T19:01:51Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Corrected Cthulhu&amp;#039;s name in Minions of Cthulhu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are all the factions that have [[Special Cards, Counters and Other Rules#Titans|Titans]]. Some factions were originally released with a Titan, while most others had optional Titans added in a later set.&lt;br /&gt;
&lt;br /&gt;
====== Factions originally released with Titans: ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Titan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Itty Critters]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Rainboroc&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Kaiju]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Gorgodzolla&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Magical Girls]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Magical Castle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Mega Troopers&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Megabot&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Penguins&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Emperor Penguin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Factions that had Titans added in the TITANS Event Kit ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Titan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Bear Cavalry&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Major Ursa&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Changerbots]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Mergacon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Explorers]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Very Large Boulder&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Fairies]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Spirit of the Forest&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Ghosts]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Creampuff Man&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Giant Ants&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Death on Six Legs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Ignobles]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |The Hill that Strolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Innsmouth]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Dagon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Minions of Cthulu|Minions of Cthulhu]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Cthulhu&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Pirates]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |The Kraken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Super Spies&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Moon Zero Three&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Time Travelers]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Time Box&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Tricksters&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Big Funny Giant&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Vampires&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Ancient Lord&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Werewolves]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Great Wolf Spirit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Wizards]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Arcane Protector&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Factions that had Titans added in the 10th Anniversary set ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Titan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Ancient Egyptians]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Sphinx&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Cowboys]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Pecos Bill&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Dinosaurs]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Fort Titanosaurus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Grannies]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Great Grandma&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Killer Plants]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Killer Kudzu&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Kung Fu Fighters]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Sifu&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Mad Scientists]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |The Bride&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Ninjas]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Invisible Ninja&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Sharks]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Helicoprion&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Superheroes]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |The Everything Glove&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Tornados]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Category 5&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=List_of_Factions_with_Titans&amp;diff=3682</id>
		<title>List of Factions with Titans</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=List_of_Factions_with_Titans&amp;diff=3682"/>
		<updated>2026-05-05T19:00:00Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Corrected Minions of Cthulhu&amp;#039;s titan to...Cthulhu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are all the factions that have [[Special Cards, Counters and Other Rules#Titans|Titans]]. Some factions were originally released with a Titan, while most others had optional Titans added in a later set.&lt;br /&gt;
&lt;br /&gt;
====== Factions originally released with Titans: ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Titan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Itty Critters]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Rainboroc&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Kaiju]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Gorgodzolla&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Magical Girls]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Magical Castle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Mega Troopers&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Megabot&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Penguins&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Emperor Penguin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Factions that had Titans added in the TITANS Event Kit ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Titan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Bear Cavalry&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Major Ursa&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Changerbots]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Mergacon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Explorers]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Very Large Boulder&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Fairies]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Spirit of the Forest&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Ghosts]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Creampuff Man&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Giant Ants&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Death on Six Legs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Ignobles]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |The Hill that Strolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Innsmouth]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Dagon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Minions of Cthulu]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Cthulhu&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Pirates]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |The Kraken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Super Spies&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Moon Zero Three&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Time Travelers]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Time Box&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Tricksters&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Big Funny Giant&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Vampires&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Ancient Lord&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Werewolves]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Great Wolf Spirit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Wizards]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Arcane Protector&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Factions that had Titans added in the 10th Anniversary set ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Faction&lt;br /&gt;
! style=&amp;quot;&amp;quot; |Titan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Ancient Egyptians]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Sphinx&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Cowboys]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Pecos Bill&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Dinosaurs]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Fort Titanosaurus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Grannies]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Great Grandma&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Killer Plants]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Killer Kudzu&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Kung Fu Fighters]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Sifu&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Mad Scientists]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |The Bride&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Ninjas]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Invisible Ninja&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Sharks]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Helicoprion&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Superheroes]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |The Everything Glove&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; |[[Tornados]]&lt;br /&gt;
| style=&amp;quot;&amp;quot; |Category 5&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Giant_Ants&amp;diff=3681</id>
		<title>Giant Ants</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Giant_Ants&amp;diff=3681"/>
		<updated>2026-05-05T02:06:12Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Corrected names in headers for a couple of cards.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Textbox|boxtype=important|header=This page is a work in progress!|text=Some sections may be missing or incomplete. They all Bit the Dust for the moment.|icon=yes}}&lt;br /&gt;
[[File:SU1021 CoverPhoto GiantAnts.png|none|frame|Illustrated by: Marcel Stobinski]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-giant-ants Purchase the Giant Ants Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
The future of atomic energy was never supposed to have this disastrous effect! Mutant ants spill out from giant hills, bringing death on six legs to all that stands in their colony’s way! The ants work as a great hive mind, spreading their power around as necessary to ensure their atomic-age victory!&lt;br /&gt;
&lt;br /&gt;
Giant Ants are from the &#039;&#039;&#039;Monster Smash set&#039;&#039;&#039; and have a Titan card: &#039;&#039;&#039;Death on Six Legs.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: Medium ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* TBA&lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
* TBA&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Killer Queen ======&lt;br /&gt;
[[File:SU1021 MonsterSmash GiantAnts10.png|none|thumb|420x420px|Illustrated by: Marcel Stobinski]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Talent: Draw a minion of power 1 or less off the top of your deck OR choose another minion you played this turn and place a +1 power counter on this minion and that minion.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 2x Drone ======&lt;br /&gt;
[[File:SU1021 MonsterSmash GiantAnts8.png|none|thumb|420x420px|Illustrated by: Marcel Stobinski]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Place a +1 power counter on this minion. Ongoing: When one of your minions would be destroyed, you may remove a +1 power counter from this minion instead. Talent: Remove a +1 power counter from this minion to draw a card.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 3x Soldier ======&lt;br /&gt;
[[File:SU1021 MonsterSmash GiantAnts5.png|none|thumb|420x420px|Illustrated by: Marcel Stobinski]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Place two +1 power counters on this minion. Talent: Transfer a +1 power counter between two of your minions.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 4x Worker ======&lt;br /&gt;
[[File:SU1021 MonsterSmash GiantAnts.png|none|thumb|420x420px|Illustrated by: Marcel Stobinski]]&lt;br /&gt;
&#039;&#039;&#039;Power 0&#039;&#039;&#039; - Place two +1 power counters on this minion. Ongoing: After this minion goes to the discard pile from play, if it had no +1 power counters on it, you may play it on another base.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If a Worker with 1 power counter goes to the discard while Death on Six Legs is in play, you may transfer the power counter to the titan before checking whether you can replay Worker.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x A Kind of Magic ======&lt;br /&gt;
[[File:SU1021 MonsterSmash GiantAnts11.png|none|thumb|420x420px|Illustrated by: Marcel Stobinski]]&lt;br /&gt;
Transfer any number of +1 power counters between your cards.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x Gimme the Prize ======&lt;br /&gt;
[[File:SU1021 MonsterSmash GiantAnts12.png|none|thumb|420x420px|Illustrated by: Marcel Stobinski]]&lt;br /&gt;
Place two +1 power counters on a minion and a +1 power counter on another minion.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Headlong ======&lt;br /&gt;
[[File:SU1021 MonsterSmash GiantAnts20.png|none|thumb|420x420px|Illustrated by: Marcel Stobinski]]&lt;br /&gt;
Move one of your minions to another base. Place two +1 power counters on that minion.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x The Show Must Go On ======&lt;br /&gt;
[[File:SU1021 MonsterSmash GiantAnts19.png|none|thumb|420x420px|Illustrated by: Marcel Stobinski]]&lt;br /&gt;
Play on a base. Ongoing: Your minions here with +1 power counters are not affected by other players’ cards.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Under Pressure ======&lt;br /&gt;
[[File:SU1021 MonsterSmash GiantAnts18.png|none|thumb|420x420px|Illustrated by: Marcel Stobinski]]&lt;br /&gt;
Special: Before a base scores, transfer any number of +1 power counters from one of your minions to another minion.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x We Are the Champions ======&lt;br /&gt;
[[File:SU1021 MonsterSmash GiantAnts14 .png|none|thumb|420x420px|Illustrated by: Marcel Stobinski]]&lt;br /&gt;
Special: After a base scores, transfer any number of +1 power counters from one of your minions there to another minion.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x We Will Rock You ======&lt;br /&gt;
[[File:SU1021 MonsterSmash GiantAnts15.png|none|thumb|420x420px|Illustrated by: Marcel Stobinski]]&lt;br /&gt;
Each of your minions on one base gain +1 power until the end of the turn for each +1 power counter on them.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Who Wants to Live Forever? ======&lt;br /&gt;
[[File:SU1021 MonsterSmash GiantAnts17.png|none|thumb|420x420px|Illustrated by: Marcel Stobinski]]&lt;br /&gt;
Destroy one of your minions. Search your deck for a card and place it on top of your deck without revealing it.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* The destruction is not linked to the benefit, so if you do not have a minion in play to destroy, or the destruction is prevented in some way, you still gain the searching ability.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x The Hill ======&lt;br /&gt;
[[File:SU1021 MonsterSmash GiantAnts22.png|none|thumb|420x420px|Illustrated by: Marcel Stobinski]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 23 - VPs: 4 2 1 - At the start of your turn, you may move one of your minions to this base.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Egg Chamber ======&lt;br /&gt;
[[File:SU1021 MonsterSmash GiantAnts23.png|none|thumb|420x420px|Illustrated by: Marcel Stobinski]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 17 - VPs: 3 1 1 - Minions here with +1 power counters cannot be destroyed.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Card - Titan ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Death on Six Legs ======&lt;br /&gt;
[[File:SU1021 MonsterSmash GiantAnts21.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Special: On your turn, if there are six or more +1 power counters on your minions, you may discard a card to play this titan. Ongoing: Before a minion goes to the discard pile, you may transfer one of its +1 power counters to this titan. Talent: Play an extra action.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Ancient_Egyptians&amp;diff=3636</id>
		<title>Ancient Egyptians</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Ancient_Egyptians&amp;diff=3636"/>
		<updated>2026-04-27T01:52:20Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Added clarification for Sphinx.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1052 CoverPhoto AncientEgyptians.png|none|frame|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-ancient-egyptians Purchase the Ancient Egyptians Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
Many of our most esteemed historians and scientists of course believe that ancient Egyptians were helped along by aliens and creepy mummy magic. This is an accepted fact of modern science. And now it’s your chance to use those powers against your opponents! The Ancient Egyptians use the “bury” mechanic to leave surprises, both good and bad, on the board. Take care around them, you never know what lies hidden beneath the sands of time.&lt;br /&gt;
&lt;br /&gt;
Ancient Egyptians are from the &#039;&#039;&#039;Oops, You Did It Again set&#039;&#039;&#039; and have a Titan card - &#039;&#039;&#039;Sphinx&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: HIGH ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Burying Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ancient Egyptians have abilities that allow them to bury cards and abilities that allow them to uncover them outside the Start Turn phase. Buried cards are unique in that very few cards can target them, so you can effectively keep them buried until just the right time. They also get advantages from having buried cards and from uncovering them. Most notably, some of their cards are only advantageous when first buried and then uncovered. Mummies are also unique among their cards as they act like [[Pirates|First Mates]], remaining in play after their base scores, except they always start at power 2 when uncovered. &lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Dinosaurs]]&#039;&#039;&#039;: Dinosaurs like any faction that gives them extra plays. King Rex and Rampage are a great 1-2 punch for uncovering with Seal the Tomb.&lt;br /&gt;
* &#039;&#039;&#039;[[Ghosts]]&#039;&#039;&#039;: Burying cards from your hand reduces the number of cards in your hand, making it easier to hit the &amp;quot;two or less&amp;quot; threshold.&lt;br /&gt;
* &#039;&#039;&#039;[[Mythic Greeks]]&#039;&#039;&#039;: Mythic Greeks like extra action plays. Jason and Blessing of Anubis are a powerful combo even with just one or two other minions on Jason&#039;s base.&lt;br /&gt;
* &#039;&#039;&#039;[[Skeletons]]&#039;&#039;&#039;: Another faction focused on burying, minions in particular. Returned One and Pyramid Engineer are great for uncover chains.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Pharaoh ======&lt;br /&gt;
[[File:SU1052 OopsYouDidItAgain AncientEgyptians Folder10.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Ongoing: After another buried card is uncovered, draw a card. Special: Before this base scores, you may uncover one of your buried cards here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 2x Priest of Anubis ======&lt;br /&gt;
[[File:SU1052 OopsYouDidItAgain AncientEgyptians Folder8.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Ongoing: This minion has +2 power if you have a card buried here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 3x Pyramid Engineer ======&lt;br /&gt;
[[File:SU1052 OopsYouDidItAgain AncientEgyptians Folder6.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - You may uncover one of your buried cards here. Talent: Bury a card from your hand here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 4x Mummy ======&lt;br /&gt;
[[File:SU1052 OopsYouDidItAgain AncientEgyptians Folder4.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Special: After this base scores, you may bury this minion on another base.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording (Ongoing changed to Special)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This ability can only trigger if the Mummy is uncovered before the base finishes scoring. If you use its ability, bury it directly on a different base before the old base is discarded, without going to the discard pile or your hand first. &lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 2x Ancient Curse ======&lt;br /&gt;
[[File:SU1052 OopsYouDidItAgain AncientEgyptians Folder18.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on a minion. You may remove a +1 power counter from it. Ongoing: This minion has -2 power.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Blessing of Anubis ======&lt;br /&gt;
[[File:SU1052 OopsYouDidItAgain AncientEgyptians Folder15.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Bury this card. Special: When this card is uncovered, your minions here each gain +2 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If you use this card’s ability to bury itself, you reveal it and place it face down on the base. If you uncover it you play it again but ignore the first part since uncovered cards are not reburied. &lt;br /&gt;
&lt;br /&gt;
====== 1x Lost Knowledge ======&lt;br /&gt;
[[File:SU1052 OopsYouDidItAgain AncientEgyptians Folder14.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Bury a card from your hand OR uncover one of your buried cards. Special: You may play this card before a base scores.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Mummy Strength ======&lt;br /&gt;
[[File:SU1052 OopsYouDidItAgain AncientEgyptians Folder20.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Choose one of your minions. If there is a card buried on its base, it gains +4 power until the end of the turn, otherwise it gains +2 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (+3 changed to +4)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Plague of Locusts ======&lt;br /&gt;
[[File:SU1052 OopsYouDidItAgain AncientEgyptians Folder19.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Choose a base. All other players’ minions there get -1 power until the end of the turn. Special: You may play this before a base scores.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Seal the Tomb ======&lt;br /&gt;
[[File:SU1052 OopsYouDidItAgain AncientEgyptians Folder16.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Bury up to two cards from your hand on the same base OR uncover up to two of your buried cards on the same base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x Tomb Trap ======&lt;br /&gt;
[[File:SU1052 OopsYouDidItAgain AncientEgyptians Folder11.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Bury this card. Special: When this card is uncovered, you may destroy a minion of power 4 or less here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If you use this card’s ability to bury itself, you reveal it and place it face down on the base. If you uncover it you play it again but ignore the first part since uncovered cards are not reburied. &lt;br /&gt;
&lt;br /&gt;
====== 1x You Can Take It With You ======&lt;br /&gt;
[[File:SU1052 OopsYouDidItAgain AncientEgyptians Folder13.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Bury this card. Special: When this card is uncovered, draw three cards.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If you use this card’s ability to bury itself, you reveal it and place it face down on the base. If you uncover it you play it again but ignore the first part since uncovered cards are not reburied. &lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Pyramids ======&lt;br /&gt;
[[File:SU1052 OopsYouDidItAgain AncientEgyptians Folder21.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 21 - VPs: 4 2 1 - On your turn, you may bury a card from your hand here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Star Portal ======&lt;br /&gt;
[[File:SU1052 OopsYouDidItAgain AncientEgyptians Folder22.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 17 - VPs: 3 1 1 - After a card is buried here or an action is played on this base, its controller draws a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Card - Titan ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Sphinx ======&lt;br /&gt;
[[File:SU1052 OopsYouDidItAgain AncientEgyptians Folder23.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Special: At the start of your turn, you may return one of your buried cards to your hand to play this titan on its base. Special: After a base scores while this titan is in play, you may return one of your buried cards there to your hand. Talent: Bury a card from your hand here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*Sphinx cannot returned buried monster cards to your hand.&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Special_Cards,_Counters_and_Other_Rules&amp;diff=3629</id>
		<title>Special Cards, Counters and Other Rules</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Special_Cards,_Counters_and_Other_Rules&amp;diff=3629"/>
		<updated>2026-04-27T01:37:13Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Special Cards, Counters, and Other Rules}}&lt;br /&gt;
&lt;br /&gt;
==== +1 Power Counters ====&lt;br /&gt;
&#039;&#039;First used in Monster Smash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These pump up your minions with extra power. They are not a separate item; your VP tokens do double duty as +1 power counters (if it’s in your VP pile it’s a VP token, but if it’s on a card it’s a power counter). +1 power counters can be placed on cards, transferred between cards, and removed from cards when a card’s ability says to do so. When a card leaves play, remove all +1 power counters on it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In early sets, these were called +1 power tokens.&lt;br /&gt;
&lt;br /&gt;
Each +1 power counter on a minion increases the minion’s power by one for as long as it is on that minion. For example, a 2-power minion with three +1 power counters on it is treated as a 5-power minion. If a power counter is transferred, the counter no longer affects the card it used to be on, and starts affecting the new one.&lt;br /&gt;
&lt;br /&gt;
A power counter affects the minion it is on, so abilities that protect minions from effects protect against placing power counters on them, as well as transferring or removing them.&lt;br /&gt;
&lt;br /&gt;
See below for how power counters work with Titans. Power counters on actions, bases, or buried cards have no effect unless a card says otherwise.&lt;br /&gt;
&lt;br /&gt;
==== The Madness Deck ====&lt;br /&gt;
&#039;&#039;Used in The Obligatory Cthulhu Set&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a set of 30 identical action cards. Keep the Madness deck face up (since all cards are identical) and separate from all other decks. Players cannot draw a card from the Madness deck, or return a Madness card to it, unless a card’s ability specifically allows it. If the Madness deck is out of cards, ignore any instructions to draw a Madness card until one or more Madness cards return to the deck. &lt;br /&gt;
&lt;br /&gt;
The current controller of each Madness card is treated as its owner as well. When a Madness card leaves play, it goes to its controller’s discard pile rather than to the Madness deck. When a Madness card returns to the Madness deck, the player ceases to control it.&lt;br /&gt;
&lt;br /&gt;
====== 30x Madness ======&lt;br /&gt;
[[File:SU1016.1 ObligatoryCthulhu Madness.png|none|thumb|Illustrated by: Alex Konstad]]&lt;br /&gt;
Draw two cards OR return this card to the Madness deck.&lt;br /&gt;
&lt;br /&gt;
====== Madness and the Final Score ======&lt;br /&gt;
Madness cards give you extra card draws during the game, but at the end of the game they cause you to lose VPs!&lt;br /&gt;
&lt;br /&gt;
When the game ends, and one player is in the lead with 15 VP or more, players count the total number of Madness cards in all areas they control: Their hands, decks, and discard piles, as well as cards which are buried, stored under their cards, or in stasis. Each player then loses 1 victory point for every 2 Madness cards that they have. The player with the highest modified VP total then wins. In case of ties, the player with the fewest Madness cards wins. Further ties share the win!&lt;br /&gt;
&lt;br /&gt;
For example, John has 15 VPs and 5 Madness cards; he gets -2 VPs for a final total of 13 VPs. Mary has 14 VPs and 3 Madness cards, giving her a -1 VP penalty. Her modified total is 13 VPs, but she has fewer Madness cards, so she wins the tie. Finally, Chris has 13 VPs and no Madness cards. Chris, with the fewest Madness cards, wins the game, and John comes in last place!&lt;br /&gt;
&lt;br /&gt;
==== Monsters and Treasures ====&lt;br /&gt;
&#039;&#039;Used in Smash Up: Munchkin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Monsters and treasures are special types of minion and action cards. They each have their own deck and discard pile, set to the side for any player to use when necessary. Players cannot draw from these decks unless allowed in these rules or by a card’s ability.&lt;br /&gt;
&lt;br /&gt;
Monsters are treated as normal minions, and treasures are treated as normal actions or minions, in all ways except as defined below.&lt;br /&gt;
&lt;br /&gt;
Monsters and treasures have no owner or faction, therefore cards that refer to a minion’s owner do not apply to monsters. When a monster or treasure card leaves play, it always goes to the corresponding discard pile, regardless of card text to the contrary.&lt;br /&gt;
&lt;br /&gt;
Monsters are not played from players’ hands but directly from the top of the monster deck. They can only be played when a game effect specifically says to play a monster. Playing a monster does not count against a player’s limit of one minion per turn, nor does it count as an extra minion. Playing a monster does not give a player control of it; however, other cards may allow a player to take control of a monster in play.&lt;br /&gt;
&lt;br /&gt;
Treasures are special awards gained either by defeating monsters, or by special card effects. Although they have no owner or faction, they do have a controller as normal.&lt;br /&gt;
&lt;br /&gt;
====== Monsters and Bases ======&lt;br /&gt;
Bases in Smash Up: Munchkin have a monster number (see [[Know Your Cards! (card anatomy)|Know Your Cards]]). Whenever such a base enters play, draw that many monsters from the monster deck and play them on the base. To save table space, you may overlap the monster cards so only their power and abilities show. Monsters played on new bases are not considered played by any player. Monsters’ abilities trigger when they are played just as with normal minions.&lt;br /&gt;
&lt;br /&gt;
Monsters do not count against the breakpoint of the base they are on. Instead, they ADD to the breakpoint of the base, making it harder to score. However, if someone takes control of a monster, it stops adding to the base’s breakpoint and acts as a normal minion of that player.&lt;br /&gt;
&lt;br /&gt;
====== Getting Loot from a Monster ======&lt;br /&gt;
Monsters have a treasure number. If a monster is destroyed by a card effect, the player who controls the effect that destroyed it draws that many treasure cards and places them in his or her hand. Big phat lewt!&lt;br /&gt;
&lt;br /&gt;
====== Getting Loot from a Base that Scored ======&lt;br /&gt;
After awarding VPs for a base, add the treasure numbers of all the monsters that are still on the base and reveal that many cards from the treasure deck. Players take turns choosing one of the revealed cards and adding it to their hand. To be eligible to claim a treasure, a player must either control a minion at that base or have at least 1 power there by virtue of some other effect. All qualifying players are included in treasure selection, not just the top three.&lt;br /&gt;
&lt;br /&gt;
When choosing treasures, start with the base’s winner and proceed by the decreasing amount of power present on the base. Priority for breaking ties starts with the current player and going clockwise. Continue selecting (restarting with the winner if there are more treasures than players) until all treasures have been claimed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A base scores. The monsters still on the base have a total treasure value of 5. Alan has a bunch of minions on the base, and Beth has one minion with a power of zero. The players reveal a total of 5 cards from the treasure deck. Alan, who had the highest total power, chooses one of the cards. Beth chooses second, then Alan chooses another, etc. In the end, Alan gets the first, third, and fifth choices, and Beth gets second and fourth. Chris had neither minions nor power on the base, and thus does not get any treasure.&lt;br /&gt;
&lt;br /&gt;
===== The Monster Deck =====&lt;br /&gt;
The Monster deck contains 20 minions, listed below.&lt;br /&gt;
&lt;br /&gt;
====== 1x Plutonium Dragon ======&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-39.png|none|thumb|420x420px|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - 3 Treasures. Ongoing: After you play a minion here, flip two coins. If both are heads, you may destroy this monster. If both are tails, destroy the minion you played if it is power 3 or less.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Knight of the Living Dead ======&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-37.png|none|thumb|420x420px|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - 2 Treasures. Undead. Special: Before this base scores, the current player has their highest power minion here duel the highest power minion of another player here. The winner destroys the losing minion.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
===== 2x Bigfoot =====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-33.png|none|thumb|420x420px|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - 2 Treasures. Ongoing: If this is the only monster here, this base&#039;s breakpoint is increased by 3 and the winner here draws two cards.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
===== 2x King Tut =====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-31.png|none|thumb|420x420px|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - 2 Treasures. Undead. Ongoing: After this base scores, the winner discards two cards.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
===== 3x Hippogriff =====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-23.png|none|thumb|420x420px|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - 1 Treasure. Special: Before this base scores, destroy a random non-monster minion here of power 3 or less.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
===== 3x Ghoul =====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-17.png|none|thumb|420x420px|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - 1 Treasure. Undead. Ongoing: After a player destroys this monster, they must play it on another base as an uncontrolled monster.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
===== 4x Web Troll =====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-09.png|none|thumb|420x420px|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - 1 Treasure. Ongoing: When a player would destroy this monster, they may take control of it instead if they don&#039;t already control it.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
===== 4x Poultrygeist =====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-01.png|none|thumb|420x420px|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - 1 Treasure. Undead. Ongoing: If there is another undead monster here, this monster has +1 power.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
===== The Treasure Deck =====&lt;br /&gt;
The Treasure deck contains 3 minions and 19 actions, listed below.&lt;br /&gt;
&lt;br /&gt;
====== 1x Tiger Steed ======&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-69.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - You may destroy a minion of power 2 or less here OR destroy any monster here but do not collect any treasures from it.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Dwarf Hireling ======&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-73.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - You may draw a card from the treasure discard pile.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Halfling Hireling ======&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-71.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - You may play an extra minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Bag of Caltrops ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-51.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Play on a base. Ongoing: After another player plays a minion here, destroy it and this action if it is power 3 or less.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Boots of Butt-Kicking ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-45.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Play on a minion. You may play an extra action. Ongoing: This minion has +1 power.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Boots of Running Really Fast ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-65.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Play on a minion. Talent: Move this minion to another base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Buckler of Swashing ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-57.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Play on a minion. Ongoing: This minion cannot be affected by cards you don&#039;t control.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Chainsaw of Bloody Dismemberment ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-49.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Play on a minion. Ongoing: This minion has +3 power.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Chest of Holding ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-59.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Play on a base and store up to four cards from the top of your deck under this card. Talent: Draw a card stored under this card.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Cross Bow ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-81.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Choose a base and a faction. All minions there of that faction gain +2 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Dungeon Rule Book ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-77.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Destroy an action. Special: Play before a base scores.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Jetpack of Anachronism ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-55.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Play on a minion. Ongoing: After this minion goes to the discard pile, place it in its owner&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Kneepads of Allure ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-41.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Play on a minion. Ongoing: All players&#039; minions here have +1 power.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Magic Missile ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-43.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Play on a minion. Talent: Place this card on the bottom of the treasure deck to destroy a minion here of power 3 or less.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Potion of Cowardice ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-67.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Play on a minion. Ongoing: This minion has -2 power and its abilities are cancelled.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Potion of Halitosis ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-75.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Play on a base. Talent: Destroy this action to choose a player and have them move one of their minions away from this base. Special: Before this base scores, you may use this card&#039;s talent.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Potion of Idiotic Bravery ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-47.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
One of your minions gains +5 power and &amp;quot;Special: Before this base scores, destroy this minion&amp;quot; until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Potion of Line Cutting ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-79.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Play on a minion. Ongoing: When another player with a minion here would draw a treasure card, look at it first and you may destroy this card to draw it or play it instead.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Potion of Paralysis ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-83.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Cancel the abilities of a base and of all cards there until the start of your turn. Special: Play before a base scores.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Potion of Redundancy Potion ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-53.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Play on your minion. Talent: This minion uses another minion&#039;s talent.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Wand of Dowsing ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-63.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Draw two treasure cards. Shuffle this card into the treasure deck.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== 1x Wishing Ring ====&lt;br /&gt;
[[File:SU1094 Munchkin Monsters and Treasures-61.png|none|thumb|Illustrated by: John Kovalic &amp;amp; Gong Studios]]&lt;br /&gt;
Play on your minion. Ongoing: At the start of your turn, you may place this action in the box to gain 1 VP.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==== Titans ====&lt;br /&gt;
&#039;&#039;Used in Big in Japan and the Titan Event Kit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Titans are a card type entirely different from minions, actions, or bases. Representing large, uncontrollable forces, titans are neither good nor evil; they are pure awesome. Titans start the game on the table near their owner; they never go in the hand, deck or discard pile.&lt;br /&gt;
&lt;br /&gt;
Titans may be played on a base when a card, including the titan card itself, says you can play them. Playing a titan is optional. “Instead of your regular minion [or action] play” means instead of the normal minion or action play allowed during your Play Cards phase. Titans are not played as, and do not count as, extra cards.&lt;br /&gt;
&lt;br /&gt;
If you play a titan, you control it even if you do not own it. You cannot play a titan if you already control a titan in play.&lt;br /&gt;
&lt;br /&gt;
Titans are not affected by abilities that specifically target minions or actions. Abilities that target “cards” can affect titans and even force them out of play (destroyed, returned, placed, etc.). Titans also leave play if the base card they are on leaves play. When a titan leaves play for whatever reason, set it aside near its owner, discarding any counters on it. It can be played again anytime a card allows it.&lt;br /&gt;
&lt;br /&gt;
Titans do not have power, but they can give power to their controller’s total at their base through their abilities. In addition, titans that have +1 power counters on them also provide that power to their controller.&lt;br /&gt;
&lt;br /&gt;
====== Clash of the Titans ======&lt;br /&gt;
After you play or move a titan to a base that already has a titan, one of them must be removed from play. The two controllers compare their total power at that base, after resolving any applicable ongoing abilities. The player with the lesser total removes their titan; in case of ties, the titan that was on the base first wins.&lt;br /&gt;
&lt;br /&gt;
==== Non-Minions That Grant Power ====&lt;br /&gt;
&#039;&#039;First used in Big In Japan&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some actions have inherent power, and some bases grant power. This power counts both toward breaking the base and toward earning VP rewards, even if the player has no minions present there.&lt;br /&gt;
&lt;br /&gt;
==== Burying ====&lt;br /&gt;
&#039;&#039;Used in Oops, You Did It Again&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to bury:&#039;&#039;&#039; To bury a card you place it face down beside a base, facing you. You don’t show it to others unless the card says to bury itself. You may only bury a card if an ability allows it.&lt;br /&gt;
[[File:05a Burying.png|thumb|394x394px]]&lt;br /&gt;
&#039;&#039;&#039;Status:&#039;&#039;&#039; A buried card is not affected by abilities that target minions, actions, or any other card type. They are affected by abilities that target “cards”. A buried card is controlled by the player who buried it, and its controller is considered its owner until it is uncovered or discarded. Players may look at buried cards they control at any time; but they may only look at them one at a time and may not mix them up. A buried card’s abilities may not be triggered until after it is uncovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncovering:&#039;&#039;&#039; Each player may uncover one of their buried cards at the start of their turn. A player may also uncover a card when an ability allows it. When a buried card is uncovered, its controller immediately plays it as an extra card. It is played either on the same base, or on a minion on that base, or simply resolved and discarded, as appropriate. It is resolved just as if it were played from the hand. If circumstances make playing it impossible (e.g. it’s a card that is only played before a base scores), it is discarded instead. When a card is uncovered or re-buried (as Mummies do), any counters or cards on it are discarded first. Uncovered cards may not be immediately reburied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring:&#039;&#039;&#039; Buried cards do not themselves have power, nor the presence to help break or win a base. After a base scores or leaves play for any reason, buried cards still on it go to their owners’ discard piles. Madness cards that are buried at the end of the game still count against their controller.&lt;br /&gt;
&lt;br /&gt;
==== Cards Played off the Top of the Deck ====&lt;br /&gt;
&#039;&#039;Used in Excellent Movies Dude and Half the Battle; That 70s Expansion via errata (Truckers)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
“Play X off the top of your deck” means you reveal cards from the top of your deck until you reveal a card of type X, and then play it; if you are told to play N Xs you do the procedure N times. After the Xs are played and resolved, if there are any unused revealed cards you shuffle them into your deck; before then those cards are not considered in play or part of any deck or discard pile. &lt;br /&gt;
&lt;br /&gt;
If the deck is empty before you start revealing cards, shuffle your discard pile to make a new deck. But if the deck runs out while you are revealing, you stop revealing and can only play what you have already revealed. (This is also true for other cards that reveal from the deck until finding something, like Watson) If the X that you reveal has prerequisites for play that are not met (e.g. Shoggoth), it is discarded instead.&lt;br /&gt;
&lt;br /&gt;
“If this card was played off the top of a deck” means if this card was among a group of cards revealed from the top of a deck and then played. It does not have to have been the very top card for it to be true. There are cards that don&#039;t specifically say &amp;quot;play X off the top of your deck&amp;quot; that help meet that condition without saying “play off the top of a deck”, such as Hoverbot, Secret Volcano Headquarters, Teaching Power, Moon Dumpster, or Raiding Party.&lt;br /&gt;
&lt;br /&gt;
==== Duels ====&lt;br /&gt;
&#039;&#039;Used in Oops, You Did It Again&#039;&#039;&lt;br /&gt;
[[File:05b Duels.png|thumb|502x502px]]&lt;br /&gt;
&#039;&#039;&#039;Basics:&#039;&#039;&#039; When two minions duel, their controllers may each place a card from their hand on the table face down, and then each reveals their card (if any), starting with the challenger. If it is an action it is played normally, otherwise it is returned to the hand. After the dueling cards are resolved, the minion with the higher power is determined to be the winner; in case of ties, both sides get all the effects of the duel. The benefits of winning, or the harm of losing, are specified by the card that starts the duel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; Placing a dueling card on the table is optional, and the decision to place one is first made by the challenger.&lt;br /&gt;
&lt;br /&gt;
You may place any card from your hand for a duel, including actions that affect minions outside the duel, or even minions that are just returned to the hand (they make a good bluff).&lt;br /&gt;
&lt;br /&gt;
While on the table, dueling cards are not considered part of the hand, deck or discard pile, are not considered in play, and cannot be targeted by any ability.&lt;br /&gt;
&lt;br /&gt;
Two duels may not happen at the same time, so if any ability that allows a duel is triggered during another duel, that part of the ability is ignored.&lt;br /&gt;
&lt;br /&gt;
After a duel’s actions are resolved, if the two minions of the duel are not together on the same base as each other, the duel stops without resolution. However, changing control of either or both minions does not stop the duel.&lt;br /&gt;
&lt;br /&gt;
During a duel no other cards may be played or invoked, unless they are allowed by the duel’s actions (or by the cards allowed by the actions, etc.) or they are triggered by the duel or the cards involved in it.&lt;br /&gt;
&lt;br /&gt;
Being in a duel does not by itself count as affecting a minion, but the duel’s consequences may affect it.&lt;br /&gt;
&lt;br /&gt;
==== Stasis ====&lt;br /&gt;
&#039;&#039;Used in Excellent Movies, Dude; Smash Up: Munchkin via errata (Clerics and Thieves)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stasis counters&#039;&#039;&#039; track the amount of time a card spends in stasis, after which the card is played, and/or other effects may happen. If you run out of stasis counters, use any other items you wish as additional counters. Stasis counters do not count as any other token used in the game, and none of those count as stasis counters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Being in stasis&#039;&#039;&#039;: You only place stasis counters on a card when an ability says you can; doing so places the card in stasis. Cards in stasis are placed face up in front of their owner. They are considered in play, but:&lt;br /&gt;
&lt;br /&gt;
1) they are not on any base or part of any hand, deck, or discard pile;&lt;br /&gt;
&lt;br /&gt;
2) their abilities do not work unless they refer to stasis; and&lt;br /&gt;
&lt;br /&gt;
3) they may not be affected by, or chosen as the target of, any ability that does not refer to stasis;&lt;br /&gt;
&lt;br /&gt;
4) they may not be played or leave stasis except as described below.&lt;br /&gt;
&lt;br /&gt;
Their presence on the table may influence some abilities (e.g. Microbot Alpha, Red Riding Hood), and their power and abilities can be copied by other cards. Madness cards in stasis at the end of the game still count against your final score.&lt;br /&gt;
[[File:Stasis and Storage Example.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;Leaving stasis&#039;&#039;&#039;: At the start of your turn, you must remove one stasis counter from each of your cards in stasis. You may also remove (or add) stasis counters when an ability says you can. If a card in stasis has no stasis counters on it, during your Play Cards phase you may play it as an extra card, at which point it leaves stasis. When you play the card, follow any instructions it has for leaving stasis, and then discard the card unless it tells you otherwise (as Sidelined Girlfriend does). If it has no instructions for leaving stasis, just play it normally as an extra card. Cards leaving stasis may not immediately re-enter stasis. At the end of each turn, discard all your cards in stasis that have no stasis counters on them; they both leave stasis and leave play.&lt;br /&gt;
&lt;br /&gt;
==== Stored Cards ====&lt;br /&gt;
Some abilities let you store cards by placing them face down under other cards. If the ability has limits on the card being placed – e.g. “a minion of power 3 or less” or “an action“ – you must reveal it before storing it so others can see it meets the requirements. You may look at your stored cards at any time, but you must return them to the same place. Other players may count your stored cards, but may not examine them. Stored cards are considered in play, but their abilities are not active, and they cannot be affected by abilities that do not mention stored cards. Stored cards may only be played when an ability allows it. When a card moves, cards under it move with it. When a card leaves play, any cards stored under it are discarded unless an ability says otherwise. Madness cards in storage at the end of the game still count against your final score.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-right-style:none;width:320px;&amp;quot; |[[The Big Score|&amp;lt;- previous: The Big Score]]&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;text-align:center;width:500px;&amp;quot; | Special Cards, Counters, and Other Rules&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;text-align:left;border-left-style:none;border-right-style:none;border-top-style:none;border-bottom-style:none;width:320px;&amp;quot; |[[Terms and Phrases|next:  Terms &amp;amp; Phrases-&amp;gt;]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Teens&amp;diff=3554</id>
		<title>Teens</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Teens&amp;diff=3554"/>
		<updated>2026-04-25T17:28:18Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Corrected illustrator credit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1076 CoverPhoto Teens Folder.png|none|frame|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-teens Purchase the Teens Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
Don&#039;t you forget about them! The Teens are here to take part in all the radical action from the 80s. Will you put together the perfect Brunch Club to stand up against the dweebies?&lt;br /&gt;
&lt;br /&gt;
Teens are from the &#039;&#039;&#039;Teens set&#039;&#039;&#039; and &#039;&#039;&#039;do not&#039;&#039;&#039; have a Titan card.&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: REPLACE ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power-3 Minions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Minions That Benefit From Specific Others&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All 10 of the Teens&#039; minions are power 3, and many of their cards care about and enhance minions with 3 power. Additionally, all of their minions have a specific other Teen that they care about - if that Teen is at the same base as the one they are played at, they gain an effect for when they are played.&lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Aliens]]&#039;&#039;&#039;: Prep and New Kid make it easy to fetch Invader. Brain, Jock, Prep, Rebel, Slacker, and Booty Trap all trigger off your Invader plays. Principal&#039;s Office adds to the suite of minion-bouncing and extra play effects. If an Invader ends up in discard, Explosion at School can shuffle it into your deck, and Strange Science lets you play it right out of your discard.&lt;br /&gt;
* &#039;&#039;&#039;[[Ninjas]]&#039;&#039;&#039;: Shinobi are deceptively powerful with Teens thanks to the sheer number of power 3 support cards. Prep can give the Shinobi +2 power after you play it, further increasing the amount by which it can swing a base, Brain and Booty Trap can draw you cards for playing Shinobi, and Slacker can put Shinobi back into your deck from your discard pile.&lt;br /&gt;
* &#039;&#039;&#039;[[Grimms&#039; Fairy Tales]]&#039;&#039;&#039;: Abe Froman and Grimms&#039; Blessing enable the names-matter effects in both factions. The power 3 fetching can help you find Frog Prince, Red Riding Hood, and Rumpelstiltzkin.&lt;br /&gt;
* &#039;&#039;&#039;Big Hero 6&#039;&#039;&#039;: The characters (minions) are all power 3, making them work perfectly with Teens&#039; triggers and support.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 2x Brain ======&lt;br /&gt;
[[File:SU1076 SmashUpTeens Teens5a.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - If there is a Slacker here, you may play an extra action. Ongoing: Once per turn, after you play another minion of power 3, you may draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 2x Slacker ======&lt;br /&gt;
[[File:SU1076 SmashUpTeens Teens7a.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - If there is a Rebel here, move up to two of your minions to other bases. Ongoing: Once per turn, after you play another minion of power 3, you may place a card from your discard pile on the bottom of your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 2x Rebel ======&lt;br /&gt;
[[File:SU1076 SmashUpTeens Teens9a.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - If there is a Jock here, you may play an extra non-Rebel minion of power 3 here. Ongoing: Once per turn, after you play another minion of power 3, you may move one of your minions to another base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x Jock ======&lt;br /&gt;
[[File:SU1076 SmashUpTeens Teens2a.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - If there is a Prep here, place two +1 power counters on this minion. Ongoing: Once per turn, after you play another minion of power 3, you may place a +1 power counter on this minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x Prep ======&lt;br /&gt;
[[File:SU1076 SmashUpTeens Teens3a.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - If there is a Brain here, you may search your deck for a minion of power 3 and draw it. Ongoing: Once per turn, after you play another minion of power 3, you may give one of your minions +2 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 2x Abe Frohman ======&lt;br /&gt;
[[File:SU1076 SmashUpTeens Teens19a.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Play on one of your minions. Talent: Until the start of your next turn, this minion also has the same name as every other minion you own. Using this minion’s abilities does not count as using another minion&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Babysitter ======&lt;br /&gt;
[[File:SU1076 SmashUpTeens Teens17a.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Play on one of your minions. Ongoing: Your minions here cannot be affected by other players’ abilities.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Booty Trap ======&lt;br /&gt;
[[File:SU1076 SmashUpTeens Teens16a.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Play on a base. Ongoing: After you play or move a minion with printed power 3 to this base, draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Brunch Bunch ======&lt;br /&gt;
[[File:SU1076 SmashUpTeens Teens11a.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Choose a base. For each name on a minion of yours there with printed power 3, you may choose a different effect:&lt;br /&gt;
&lt;br /&gt;
* Move one of your minions to there.&lt;br /&gt;
* Draw a card.&lt;br /&gt;
* Play an extra minion of power 3 there.&lt;br /&gt;
* Give a minion there +2 power until the end of the turn.&lt;br /&gt;
* Place a card from your discard pile on the bottom of your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Explosion at School ======&lt;br /&gt;
[[File:SU1076 SmashUpTeens Teens12a.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Shuffle any number of minions of power 3 with different names from your discard pile into your deck and draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x New Kid ======&lt;br /&gt;
[[File:SU1076 SmashUpTeens Teens13a.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Search your deck for a minion of power 3 and play it as an extra minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Principal&#039;s Office ======&lt;br /&gt;
[[File:SU1076 SmashUpTeens Teens20a.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Return one of your minions to your hand. You may play a minion of printed power 3 as an extra minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Strange Science ======&lt;br /&gt;
[[File:SU1076 SmashUpTeens Teens15a.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Play a minion of power 3 from your discard pile as an extra minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Cabin in the Woods ======&lt;br /&gt;
[[File:SU1076 SmashUpTeens Teens21a.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 24 - VPs: 4 3 1 - If you have at least two minions here, your minions here each have +2 power.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Montridge High ======&lt;br /&gt;
[[File:SU1076 SmashUpTeens Teens22a.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 20 - VPs: 4 2 1 - After you play a minion here, place a +1 counter on one of your minions with a different name here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Aliens&amp;diff=3553</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Aliens&amp;diff=3553"/>
		<updated>2026-04-25T13:10:43Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Adjusted some out-of-date clarifications.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1001 CoverPhoto Aliens.png|none|frame|Illustrated by: Conceptopolis]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-aliens Purchase the Aliens Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
Aliens love to mess with people, and they love to mess with other players even more. From bouncing minions back to players’ hands, to replacing bases in play, aliens are out to have a great time, at any planet’s expense.&lt;br /&gt;
&lt;br /&gt;
Aliens are from the &#039;&#039;&#039;Core (Base game) set&#039;&#039;&#039; and do not have a Titan card.&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: LOW-MEDIUM ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Returning Minions to hand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;VP Gain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like those in our stories, the elusive and mysterious Aliens of Smash Up take people for who knows what reasons. Aliens are experts at returning anyone&#039;s minions back to their hand. They can Beam Up their friends to safety, and Abduct their adversaries to Probe them for information. Can you withstand their bubble-helmed Invasion?&lt;br /&gt;
&lt;br /&gt;
In isolation, returning minions to their owners&#039; hands is not that significant of an ability, but Aliens leverage their expertise to enable a number of unique strategies. All of their returning abilities can target friend or foe. After you return an enemy&#039;s minion, use Probe to discard it, and also spy on their hand. You might preemptively deny them a powerful minion you weren&#039;t aware of! Aliens have a minor ability to play extra minions to help replay your own minions you return.&lt;br /&gt;
&lt;br /&gt;
Aliens can do more than just return minions to hands. Send them to their decks instead with Disintegrator! This is especially strong against Tenacious Zs. As always, you can use this on your own minions. How about bases? Enter Terraforming! You even get to play an extra minion.&lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
Aliens&#039; overall power is quite low, so they&#039;re not too great at breaking bases. Their Scout minions, however, are specialized at maintaining presence on the bases. You may return them to your hand after the base they are on scores, so you can reuse them. You&#039;re not likely to win bases this way, but second and third place are enough to support you along with the next strategy.&lt;br /&gt;
&lt;br /&gt;
Invaders probably have the most powerful on-play ability in the whole game. By playing, returning, replaying, and rereturning them in an &amp;quot;Invader Dance&amp;quot;, you can theoretically win the game without breaking any bases. More commonly, Invaders make up just one component of the Aliens&#039; overall game plan. Relying on this tactic consumes a lot of your minion plays, so reserve Crop Circles to simultaneously slow your opponents&#039; efforts at breaking bases. While fairly easy in a 2-player game, this gets harder the more opponents you face, because they will more and more easily break bases without your input.&lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
Aliens work best alongside factions that are also good at returning minions to hands. The next best have and/or support on-play abilities and help slow down the game for your opponents.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Ninjas]]&#039;&#039;&#039;: Master Ninja and Tiger Assassin are even more formidable if you can return them to hand and re-use their minion-destroying on-play abilities.&lt;br /&gt;
* &#039;&#039;&#039;[[Robots]]&#039;&#039;&#039;: Zapbot, Hoverbot, Microbot Fixer, and Microbot Reclaimer all have useful on-play abilities that provide extra minion plays.&lt;br /&gt;
* &#039;&#039;&#039;[[Tricksters]]&#039;&#039;&#039;: Blending their tricks and hindrances in with the Aliens, Tricksters also offer much-desired extra minion plays for you to farm VPs.&lt;br /&gt;
* &#039;&#039;&#039;[[Time Travelers]]&#039;&#039;&#039;: Directly replay Invaders with Do Over! and take control of the bases.&lt;br /&gt;
* &#039;&#039;&#039;[[Star Roamers]]&#039;&#039;&#039;: Ship&#039;s Captain can fetch any minion you need, and even play them as an extra minion if their power is 3 or less (like the Invader). Science Officer&#039;s talent lets you return one of your minions to your hand to play another with a different name, giving you access to a VP farming engine with Invader. Collector and Supreme Overlord are good partners for that combo, allowing you to repeatedly return other minions to hand. Medical Officer lets you return your Invaders and other minions to hand if they would be destroyed. Ensigns and Protector Fields can protect your Invaders and other minions from removal outright.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Supreme Overlord ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens10.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - You may return a minion to its owner’s hand.&lt;br /&gt;
&lt;br /&gt;
Errata: None.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 2x Invader ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens8.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Power 3 - Gain 1 VP.&lt;br /&gt;
&lt;br /&gt;
Errata: None.&lt;br /&gt;
&lt;br /&gt;
Clarifications: &lt;br /&gt;
&lt;br /&gt;
* If the Invader is destroyed or its ability is later cancelled, you do &#039;&#039;&#039;not&#039;&#039;&#039; lose the VP it gave you.&lt;br /&gt;
&lt;br /&gt;
====== 3x Scout ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens5.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Power 3 - Special: After this base scores, you may return this minion to your hand.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 4x Collector ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Power 2 - You may return a non-Collector minion of power 3 or less on this base to its owner’s hand.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Reversion - Changed back to the original wording (No longer has the &amp;quot;non-Collector&amp;quot; errata that was added in the Bigger Geekier Box update).&lt;br /&gt;
&lt;br /&gt;
Clarifications: &lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Abduction ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens11.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Return a minion to its owner’s hand. Play an extra minion.&lt;br /&gt;
&lt;br /&gt;
Errata: None&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 2x Beam Up ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens12.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Return a minion to its owner’s hand.&lt;br /&gt;
&lt;br /&gt;
Errata: None&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Crop Circles ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens14.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Choose a base. Return each minion on that base to its owner’s hand.&lt;br /&gt;
&lt;br /&gt;
Errata: None&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 2x Disintegrator ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens16.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Place a minion of power 3 or less on the bottom of its owner’s deck.&lt;br /&gt;
&lt;br /&gt;
Errata: None&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Invasion ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens15.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Move a minion to another base.&lt;br /&gt;
&lt;br /&gt;
Errata: None&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Jammed Signal ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens19.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Play on a base. Ongoing: This base’s abilities are cancelled.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording&lt;br /&gt;
&lt;br /&gt;
Clarifications: &lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Probe ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens20.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Look at another player’s hand and choose a minion in it. That player discards that minion.&lt;br /&gt;
&lt;br /&gt;
Errata: None&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Terraforming ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens18.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Search the base deck for a base and swap it with a base in play. You may play an extra minion there.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording.&lt;br /&gt;
&lt;br /&gt;
Clarifications: &lt;br /&gt;
&lt;br /&gt;
* When a base is swapped, all cards on it remain on the new base (minions, actions on the base and on minions there, buried cards, titans, etc.)&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x The Homeworld ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens22.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Breakpoint 23 - VPs: 4 2 1 - Once per turn, after you play  a minion here, you may play an extra minion of power 2 or less.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (changed to once per turn)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x The Mothership ======&lt;br /&gt;
[[File:SU1001 CoreSet Aliens21.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Breakpoint 20 - VPs: 4 2 1 - After this base scores, the winner may return one of his or her minions of power 3 or less from here to his or her hand.&lt;br /&gt;
&lt;br /&gt;
Errata: None&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Star_Roamers&amp;diff=3483</id>
		<title>Star Roamers</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Star_Roamers&amp;diff=3483"/>
		<updated>2026-01-16T15:53:35Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Removed the now-outdated clarification from Weird New Worlds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1037 CoverPhoto StarRoamers Folder.png|none|frame|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-star-roamers Purchase the Star Roamers Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
These are the travels of the spaceship Undertaking. Its several-year mission: to find new worlds, seek out new life and new worlds (many of which look suspiciously like 1940s Earth), to bravely go where no person has gone before! The Star Roamers travel about the tabletop, using their incredible teleporting technology to send countless ensigns to their deaths, all in the name of base smashing!&lt;br /&gt;
&lt;br /&gt;
Star Roamers are from the &#039;&#039;&#039;Cease and Desist set&#039;&#039;&#039; and &#039;&#039;&#039;do not&#039;&#039;&#039; have a Titan card.&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: MEDIUM-HIGH ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Returning Your Minions To Your Hand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moving Minions Between Bases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Star Roamers emulate teleportation by triggering and altering the return of minions to your hand. All of their minions work together to create chain reactions that grant you more control of your minions the more are in play, eventually leading to overwhelming protection and mobility. Star Roamers are not so good at affecting other players, though.&lt;br /&gt;
&lt;br /&gt;
The chains can be triggered in multiple ways and can end on any other base or your hand. Science Officer and 5 standard actions initiate returns to your hand, as well as Medical Officer if another one of your minions would be destroyed. Ship&#039;s Engineer and Whiplash Maneuver allow you to change return to hand into movement to a different base, saving precious minion plays, as well as gaining extras from Science Officer.&lt;br /&gt;
&lt;br /&gt;
Ensigns protect your valuable Officers and Engineers by redirecting effects toward them instead. The Officers and Engineers in turn - especially Medical Officer - send sacrificial Ensigns right back into the action.&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s Captain is the only Star Roamer minion with an on-play ability, but what an absurdly amazing ability it is! This is the minion you will be returning to your hand instead of moving to a different base.&lt;br /&gt;
&lt;br /&gt;
A unique card to the deck is Weird New Worlds, which is one of only two cards in the game capable of expanding the number of bases in play beyond &amp;quot;number of players+1&amp;quot;. Teleport Overflow is another interesting action. At the least, it acts like the Aliens&#039; Abduction on yourself, but if you have any minions with the same name you can play all of them on any bases. You can even include the minion you just returned. Very versatile. &lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
You are unlikely to have all of these minions in play at the same time, especially since you need to break and win bases to win the game. This is really where the complexity of this faction gets difficult to handle. You may know what to do when you have all these minions in play, but what if your opponents are keeping up with removing your synergizing minions, and you have to decide which 2 or 3 minion combination to spend your precious minion plays on? What do you even have in play right now!? It can be easy to lose track of the options available to you when you have so many other things happening in the game.&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s Captain helps you get a team online. Do not dismiss the value of finding your other best minions even though you can&#039;t immediately play them. Sometimes you have to choose between keeping your minions for their abilities or breaking bases with their power, but ideally you want both. Port Me Up is especially valuable for this purpose. Star Roamers combine Big Drops and Bait and Switches into coordinated plays coming from multiple angles. Putting them together is a daunting, ever-changing task. &lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
Star Roamers perform best with other factions that return minions to hands, which generally also feature great on-play abilities. Medical Officer helps relieve self-destruction penalties, but she doesn&#039;t help abilities that require that minions get destroyed (see Escape Hatch&#039;s clarification). &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Aliens]]&#039;&#039;&#039;: Gain the minion with the pinnacle of on-play abilities: Invader. Aliens have other on-play abilities to add to Ship&#039;s Captain and they can always send enemy minions back to their hands. Scout is an ideal target for Teleport Overflow.&lt;br /&gt;
* &#039;&#039;&#039;[[Shapeshifters]]&#039;&#039;&#039;: Find Ship&#039;s Captain and the Officers more easily, and mitigate the destruction penalties of Shapeshifter actions with Medical Officer.&lt;br /&gt;
* &#039;&#039;&#039;[[Ninjas]]&#039;&#039;&#039;: &amp;quot;Return&amp;quot; your Ninja Acolyte with his ability, but actually just move him, generating an extra minion play every turn. Ninja&#039;s on-play abilities shore up Star Roamers&#039; lack of destruction, and Infiltrate can destroy Weird New Worlds.&lt;br /&gt;
* &#039;&#039;&#039;[[Fairies]]&#039;&#039;&#039;: Science Officer can return Titania and Ship&#039;s Captain when you reduce their power. This can be done with Glymmer or Enchantment to rapidly field your best minions. You can already do this with Puck for extra cards or actions.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Ship&#039;s Captain ======&lt;br /&gt;
[[File:SU1037 CeaseAndDecist StarRoamers Folder10.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Search your deck for a minion, reveal it, add it to your hand and shuffle your deck. If it has power 3 or less, play it here as an extra minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Medical Officer ======&lt;br /&gt;
[[File:SU1037 CeaseAndDecist StarRoamers Folder8.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Ongoing: When one or more of your other minions would be returned to your hand, you may draw a card instead of returning one of them.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Science Officer ======&lt;br /&gt;
[[File:SU1037 CeaseAndDecist StarRoamers Folder9.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Talent: Return one of your minions of power 4 or less to its owner’s hand. Play an extra minion with a different name.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*You can return a minion you control but don’t own, and still do the rest of the ability.&lt;br /&gt;
&lt;br /&gt;
====== 3x Ship&#039;s Engineer ======&lt;br /&gt;
[[File:SU1037 CeaseAndDecist StarRoamers Folder7.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Ongoing: If another one of your minions would be returned to your hand, you may move it to another base instead.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* These don’t trigger if you return a minion you don’t own, since it doesn’t go to your hand. &lt;br /&gt;
&lt;br /&gt;
====== 4x Ensign ======&lt;br /&gt;
[[File:SU1037 CeaseAndDecist StarRoamers Folder4.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Ongoing: When an opponent plays a card that directly affects one of your other minions here, you may have it affect this minion instead.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* It can take on ongoing or special effects, but not from cards already in play. It can take on multiple effects if it makes sense (e.g. multiple -1 power, but not multiple destroys unless it’s immune). It can have an action played on a different minion played on itself instead. It can substitute for a different minion being taken control of. It cannot take an effect already taken by a different Ensign from a third minion. It can take an effect even if it does not fit the original target’s prerequisites (e.g. “power 3 or higher”).&lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Hyperspeed 10 ======&lt;br /&gt;
[[File:SU1037 CeaseAndDecist StarRoamers Folder11.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Choose a base. Move all minions from there to a single other base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x Mass Teleport ======&lt;br /&gt;
[[File:SU1037 CeaseAndDecist StarRoamers Folder14.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Each player returns one of their minions to its owner’s hand.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x Port Me Up ======&lt;br /&gt;
[[File:SU1037 CeaseAndDecist StarRoamers Folder12.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Return one of your minions to its owner’s hand. Special: You may play this after a base scores; the minion must be on the scoring base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Protector Fields ======&lt;br /&gt;
[[File:SU1037 CeaseAndDecist StarRoamers Folder17.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Play on a base where you have a minion. Ongoing: Your minions here are not affected by other players’ cards.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Teleport Error ======&lt;br /&gt;
[[File:SU1037 CeaseAndDecist StarRoamers Folder16.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Choose a minion. Move it to another random base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Teleport Overflow ======&lt;br /&gt;
[[File:SU1037 CeaseAndDecist StarRoamers Folder20.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Return one of your minions to its owner’s hand. Reveal any number of minions with the same name from your hand, and play them as extra minions.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You can return a minion you control but don’t own, and still do the rest of the ability. &lt;br /&gt;
* The minions don’t have to have the same name as the returned minion, but have the same name as each other. A single minion counts as a group with the same name. &lt;br /&gt;
&lt;br /&gt;
====== 1x Weird New Worlds ======&lt;br /&gt;
[[File:SU1037 CeaseAndDecist StarRoamers Folder18.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Play a new base. You may play an extra minion on it.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (no longer a &amp;quot;play on base&amp;quot; action and the extra base is now permanent)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Whiplash Maneuver ======&lt;br /&gt;
[[File:SU1037 CeaseAndDecist StarRoamers Folder19.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Play on a base. Ongoing: If any of your minions on other bases would be returned to your hand, you may move them here instead.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* These don’t trigger if you return a minion you don’t own, since it doesn’t go to your hand.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x USS Undertaking ======&lt;br /&gt;
[[File:SU1037 CeaseAndDecist StarRoamers Folder21.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 22 - VPs: 4 2 1 - At the start of your turn, you may move one of your minions to here, or from here to another base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Neutral Space ======&lt;br /&gt;
[[File:SU1037 CeaseAndDecist StarRoamers Folder22.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 18 - VPs: 3 2 1 - Minions here are not affected by other players’ minions here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Special_Cards,_Counters_and_Other_Rules&amp;diff=3482</id>
		<title>Special Cards, Counters and Other Rules</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Special_Cards,_Counters_and_Other_Rules&amp;diff=3482"/>
		<updated>2025-12-07T04:16:20Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Added illustrator credits for Madness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Special Cards, Counters, and Other Rules}}&lt;br /&gt;
&lt;br /&gt;
===== +1 Power Counters =====&lt;br /&gt;
&#039;&#039;First used in Monster Smash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These pump up your minions with extra power. They are not a separate item; your VP tokens do double duty as +1 power counters (if it’s in your VP pile it’s a VP token, but if it’s on a card it’s a power counter). +1 power counters can be placed on cards, transferred between cards, and removed from cards when a card’s ability says to do so. When a card leaves play, remove all +1 power counters on it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In early sets, these were called +1 power tokens.&lt;br /&gt;
&lt;br /&gt;
Each +1 power counter on a minion increases the minion’s power by one for as long as it is on that minion. For example, a 2-power minion with three +1 power counters on it is treated as a 5-power minion. If a power counter is transferred, the counter no longer affects the card it used to be on, and starts affecting the new one.&lt;br /&gt;
&lt;br /&gt;
A power counter affects the minion it is on, so abilities that protect minions from effects protect against placing power counters on them, as well as transferring or removing them.&lt;br /&gt;
&lt;br /&gt;
See below for how power counters work with Titans. Power counters on actions, bases, or buried cards have no effect unless a card says otherwise.&lt;br /&gt;
&lt;br /&gt;
===== The Madness Deck =====&lt;br /&gt;
&#039;&#039;Used in The Obligatory Cthulhu Set&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a set of 30 identical action cards. Keep the Madness deck face up (since all cards are identical) and separate from all other decks. Players cannot draw a card from the Madness deck, or return a Madness card to it, unless a card’s ability specifically allows it. If the Madness deck is out of cards, ignore any instructions to draw a Madness card until one or more Madness cards return to the deck. &lt;br /&gt;
&lt;br /&gt;
The current controller of each Madness card is treated as its owner as well. When a Madness card leaves play, it goes to its controller’s discard pile rather than to the Madness deck. When a Madness card returns to the Madness deck, the player ceases to control it.&lt;br /&gt;
&lt;br /&gt;
====== 30x Madness ======&lt;br /&gt;
[[File:SU1016.1 ObligatoryCthulhu Madness.png|none|thumb|Illustrated by: Alex Konstad]]&lt;br /&gt;
Draw two cards OR return this card to the Madness deck.&lt;br /&gt;
&lt;br /&gt;
====== Madness and the Final Score ======&lt;br /&gt;
Madness cards give you extra card draws during the game, but at the end of the game they cause you to lose VPs!&lt;br /&gt;
&lt;br /&gt;
When the game ends, and one player is in the lead with 15 VP or more, players count the total number of Madness cards in their hands, decks, and and discard piles, or that are buried. Each player then loses 1 victory point for every 2 Madness cards that they have. The player with the highest modified VP total then wins. In case of ties, the player with the fewest Madness cards wins. Further ties share the win!&lt;br /&gt;
&lt;br /&gt;
For example, John has 15 VPs and 5 Madness cards; he gets -2 VPs for a final total of 13 VPs. Mary has 14 VPs and 3 Madness cards, giving her a -1 VP penalty. Her modified total is 13 VPs, but she has fewer Madness cards, so she wins the tie. Finally, Chris has 13 VPs and no Madness cards. Chris, with the fewest Madness cards, wins the game, and John comes in last place!&lt;br /&gt;
&lt;br /&gt;
===== Monsters and Treasures =====&lt;br /&gt;
&#039;&#039;Used in Smash Up: Munchkin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Monsters and treasures are special types of minion and action cards. They each have their own deck and discard pile, set to the side for any player to use when necessary. Players cannot draw from these decks unless allowed in these rules or by a card’s ability.&lt;br /&gt;
&lt;br /&gt;
Monsters are treated as normal minions, and treasures are treated as normal actions or minions, in all ways except as defined below.&lt;br /&gt;
&lt;br /&gt;
Monsters and treasures have no owner or faction, therefore cards that refer to a minion’s owner do not apply to monsters. When a monster or treasure card leaves play, it always goes to the corresponding discard pile, regardless of card text to the contrary.&lt;br /&gt;
&lt;br /&gt;
Monsters are not played from players’ hands but directly from the top of the monster deck. They can only be played when a game effect specifically says to play a monster. Playing a monster does not count against a player’s limit of one minion per turn, nor does it count as an extra minion. Playing a monster does not give a player control of it; however, other cards may allow a player to take control of a monster in play.&lt;br /&gt;
&lt;br /&gt;
Treasures are special awards gained either by defeating monsters, or by special card effects. Although they have no owner or faction, they do have a controller as normal.&lt;br /&gt;
&lt;br /&gt;
====== Monsters and Bases ======&lt;br /&gt;
Bases in Smash Up: Munchkin have a monster number (see [[Know Your Cards! (card anatomy)|Know Your Cards]]). Whenever such a base enters play, draw that many monsters from the monster deck and play them on the base. To save table space, you may overlap the monster cards so only their power and abilities show. Monsters played on new bases are not considered played by any player. Monsters’ abilities trigger when they are played just as with normal minions.&lt;br /&gt;
&lt;br /&gt;
Monsters do not count against the breakpoint of the base they are on. Instead, they ADD to the breakpoint of the base, making it harder to score. However, if someone takes control of a monster, it stops adding to the base’s breakpoint and acts as a normal minion of that player.&lt;br /&gt;
&lt;br /&gt;
====== Getting Loot from a Monster ======&lt;br /&gt;
Monsters have a treasure number. If a monster is destroyed by a card effect, the player who controls the effect that destroyed it draws that many treasure cards and places them in his or her hand. Big phat lewt!&lt;br /&gt;
&lt;br /&gt;
====== Getting Loot from a Base that Scored ======&lt;br /&gt;
After awarding VPs for a base, add the treasure numbers of all the monsters that are still on the base and reveal that many cards from the treasure deck. Players take turns choosing one of the revealed cards and adding it to their hand. To be eligible to claim a treasure, a player must either control a minion at that base or have at least 1 power there by virtue of some other effect. All qualifying players are included in treasure selection, not just the top three.&lt;br /&gt;
&lt;br /&gt;
When choosing treasures, start with the base’s winner and proceed by the decreasing amount of power present on the base. Priority for breaking ties starts with the current player and going clockwise. Continue selecting (restarting with the winner if there are more treasures than players) until all treasures have been claimed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A base scores. The monsters still on the base have a total treasure value of 5. Alan has a bunch of minions on the base, and Beth has one minion with a power of zero. The players reveal a total of 5 cards from the treasure deck. Alan, who had the highest total power, chooses one of the cards. Beth chooses second, then Alan chooses another, etc. In the end, Alan gets the first, third, and fifth choices, and Beth gets second and fourth. Chris had neither minions nor power on the base, and thus does not get any treasure.&lt;br /&gt;
&lt;br /&gt;
===== Titans =====&lt;br /&gt;
&#039;&#039;Used in Big in Japan and the Titan Event Kit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Titans are a card type entirely different from minions, actions, or bases. Representing large, uncontrollable forces, titans are neither good nor evil; they are pure awesome. Titans start the game on the table near their owner; they never go in the hand, deck or discard pile.&lt;br /&gt;
&lt;br /&gt;
Titans may be played on a base when a card, including the titan card itself, says you can play them. Playing a titan is optional. “Instead of your regular minion [or action] play” means instead of the normal minion or action play allowed during your Play Cards phase. Titans are not played as, and do not count as, extra cards.&lt;br /&gt;
&lt;br /&gt;
If you play a titan, you control it even if you do not own it. You cannot play a titan if you already control a titan in play.&lt;br /&gt;
&lt;br /&gt;
Titans are not affected by abilities that specifically target minions or actions. Abilities that target “cards” can affect titans and even force them out of play (destroyed, returned, placed, etc.). Titans also leave play if the base card they are on leaves play. When a titan leaves play for whatever reason, set it aside near its owner, discarding any counters on it. It can be played again anytime a card allows it.&lt;br /&gt;
&lt;br /&gt;
Titans do not have power, but they can give power to their controller’s total at their base through their abilities. In addition, titans that have +1 power counters on them also provide that power to their controller.&lt;br /&gt;
&lt;br /&gt;
====== Clash of the Titans ======&lt;br /&gt;
After you play or move a titan to a base that already has a titan, one of them must be removed from play. The two controllers compare their total power at that base, after resolving any applicable ongoing abilities. The player with the lesser total removes their titan; in case of ties, the titan that was on the base first wins.&lt;br /&gt;
&lt;br /&gt;
===== Non-Minions That Grant Power =====&lt;br /&gt;
&#039;&#039;First used in Big In Japan&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some actions have inherent power, and some bases grant power. This power counts both toward breaking the base and toward earning VP rewards, even if the player has no minions present there.&lt;br /&gt;
&lt;br /&gt;
===== Burying =====&lt;br /&gt;
&#039;&#039;Used in Oops, You Did It Again&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to bury:&#039;&#039;&#039; To bury a card you place it face down beside a base, facing you. You don’t show it to others unless the card says to bury itself. You may only bury a card if an ability allows it.&lt;br /&gt;
[[File:05a Burying.png|thumb|394x394px]]&lt;br /&gt;
&#039;&#039;&#039;Status:&#039;&#039;&#039; A buried card is not affected by abilities that target minions, actions, or any other card type. They are affected by abilities that target “cards”. A buried card is controlled by the player who buried it, and its controller is considered its owner until it is uncovered or discarded. Players may look at buried cards they control at any time; but they may only look at them one at a time and may not mix them up. A buried card’s abilities may not be triggered until after it is uncovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncovering:&#039;&#039;&#039; Each player may uncover one of their buried cards at the start of their turn. A player may also uncover a card when an ability allows it. When a buried card is uncovered, its controller immediately plays it as an extra card. It is played either on the same base, or on a minion on that base, or simply resolved and discarded, as appropriate. It is resolved just as if it were played from the hand. If circumstances make playing it impossible (e.g. it’s a card that is only played before a base scores), it is discarded instead. When a card is uncovered or re-buried (as Mummies do), any counters or cards on it are discarded first. Uncovered cards may not be immediately reburied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring:&#039;&#039;&#039; Buried cards do not themselves have power, nor the presence to help break or win a base. After a base scores or leaves play for any reason, buried cards still on it go to their owners’ discard piles. Madness cards that are buried at the end of the game still count against their controller.&lt;br /&gt;
&lt;br /&gt;
===== Cards Played off the Top of the Deck =====&lt;br /&gt;
&#039;&#039;Used in Excellent Movies Dude and Half the Battle; That 70s Expansion via errata (Truckers)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
“Play X off the top of your deck” means you reveal cards from the top of your deck until you reveal a card of type X, and then play it; if you are told to play N Xs you do the procedure N times. After the Xs are played and resolved, if there are any unused revealed cards you shuffle them into your deck; before then those cards are not considered in play or part of any deck or discard pile. &lt;br /&gt;
&lt;br /&gt;
If the deck is empty before you start revealing cards, shuffle your discard pile to make a new deck. But if the deck runs out while you are revealing, you stop revealing and can only play what you have already revealed. (This is also true for other cards that reveal from the deck until finding something, like Watson) If the X that you reveal has prerequisites for play that are not met (e.g. Shoggoth), it is discarded instead.&lt;br /&gt;
&lt;br /&gt;
“If this card was played off the top of a deck” means if this card was among a group of cards revealed from the top of a deck and then played. It does not have to have been the very top card for it to be true. There are cards that don&#039;t specifically say &amp;quot;play X off the top of your deck&amp;quot; that help meet that condition without saying “play off the top of a deck”, such as Hoverbot, Secret Volcano Headquarters, Teaching Power, Moon Dumpster, or Raiding Party.&lt;br /&gt;
&lt;br /&gt;
===== Duels =====&lt;br /&gt;
&#039;&#039;Used in Oops, You Did It Again&#039;&#039;&lt;br /&gt;
[[File:05b Duels.png|thumb|502x502px]]&lt;br /&gt;
&#039;&#039;&#039;Basics:&#039;&#039;&#039; When two minions duel, their controllers may each place a card from their hand on the table face down, and then each reveals their card (if any), starting with the challenger. If it is an action it is played normally, otherwise it is returned to the hand. After the dueling cards are resolved, the minion with the higher power is determined to be the winner; in case of ties, both sides get all the effects of the duel. The benefits of winning, or the harm of losing, are specified by the card that starts the duel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; Placing a dueling card on the table is optional, and the decision to place one is first made by the challenger.&lt;br /&gt;
&lt;br /&gt;
You may place any card from your hand for a duel, including actions that affect minions outside the duel, or even minions that are just returned to the hand (they make a good bluff).&lt;br /&gt;
&lt;br /&gt;
While on the table, dueling cards are not considered part of the hand, deck or discard pile, are not considered in play, and cannot be targeted by any ability.&lt;br /&gt;
&lt;br /&gt;
Two duels may not happen at the same time, so if any ability that allows a duel is triggered during another duel, that part of the ability is ignored.&lt;br /&gt;
&lt;br /&gt;
After a duel’s actions are resolved, if the two minions of the duel are not together on the same base as each other, the duel stops without resolution. However, changing control of either or both minions does not stop the duel.&lt;br /&gt;
&lt;br /&gt;
During a duel no other cards may be played or invoked, unless they are allowed by the duel’s actions (or by the cards allowed by the actions, etc.) or they are triggered by the duel or the cards involved in it.&lt;br /&gt;
&lt;br /&gt;
Being in a duel does not by itself count as affecting a minion, but the duel’s consequences may affect it.&lt;br /&gt;
&lt;br /&gt;
===== Stasis =====&lt;br /&gt;
&#039;&#039;Used in Excellent Movies, Dude&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stasis counters&#039;&#039;&#039; track the amount of time a card spends in stasis, after which the card is played, and/or other effects may happen. If you run out of stasis counters, use any other items you wish as additional counters. Stasis counters do not count as any other token used in the game, and none of those count as stasis counters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Being in stasis&#039;&#039;&#039;: You only place stasis counters on a card when an ability says you can; doing so places the card in stasis. Cards in stasis are placed face up in front of their owner. They are considered in play, but:&lt;br /&gt;
&lt;br /&gt;
1) they are not on any base or part of any hand, deck, or discard pile;&lt;br /&gt;
&lt;br /&gt;
2) their abilities do not work unless they refer to stasis; and&lt;br /&gt;
&lt;br /&gt;
3) they may not be affected by, or chosen as the target of, any ability that does not refer to stasis;&lt;br /&gt;
&lt;br /&gt;
4) they may not be played or leave stasis except as described below.&lt;br /&gt;
&lt;br /&gt;
Their presence on the table may influence some abilities (e.g. Microbot Alpha, Red Riding Hood), and their power and abilities can be copied by other cards. Madness cards in stasis at the end of the game still count against your final score.&lt;br /&gt;
[[File:Stasis and Storage Example.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;Leaving stasis&#039;&#039;&#039;: At the start of your turn, you must remove one stasis counter from each of your cards in stasis. You may also remove (or add) stasis counters when an ability says you can. If a card in stasis has no stasis counters on it, during your Play Cards phase you may play it as an extra card, at which point it leaves stasis. When you play the card, follow any instructions it has for leaving stasis, and then discard the card unless it tells you otherwise (as Sidelined Girlfriend does). If it has no instructions for leaving stasis, just play it normally as an extra card. Cards leaving stasis may not immediately re-enter stasis. At the end of each turn, discard all your cards in stasis that have no stasis counters on them; they both leave stasis and leave play.&lt;br /&gt;
&lt;br /&gt;
===== Stored Cards =====&lt;br /&gt;
Some abilities let you store cards by placing them face down under other cards. If the ability has limits on the card being placed – e.g. “a minion of power 3 or less” or “an action“ – you must reveal it before storing it so others can see it meets the requirements. You may look at your stored cards at any time, but you must return them to the same place. Other players may count your stored cards, but may not examine them. Stored cards are considered in play, but their abilities are not active, and they cannot be affected by abilities that do not mention stored cards. Stored cards may only be played when an ability allows it. When a card moves, cards under it move with it. When a card leaves play, any cards stored under it are discarded unless an ability says otherwise. Madness cards in storage at the end of the game still count against your final score.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-right-style:none;width:320px;&amp;quot; |[[The Big Score|&amp;lt;- previous: The Big Score]]&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;text-align:center;width:500px;&amp;quot; | Special Cards, Counters, and Other Rules&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;text-align:left;border-left-style:none;border-right-style:none;border-top-style:none;border-bottom-style:none;width:320px;&amp;quot; |[[Terms and Phrases|next:  Terms &amp;amp; Phrases-&amp;gt;]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Special_Cards,_Counters_and_Other_Rules&amp;diff=3481</id>
		<title>Special Cards, Counters and Other Rules</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Special_Cards,_Counters_and_Other_Rules&amp;diff=3481"/>
		<updated>2025-12-07T04:13:38Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Special Cards, Counters, and Other Rules}}&lt;br /&gt;
&lt;br /&gt;
===== +1 Power Counters =====&lt;br /&gt;
&#039;&#039;First used in Monster Smash&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These pump up your minions with extra power. They are not a separate item; your VP tokens do double duty as +1 power counters (if it’s in your VP pile it’s a VP token, but if it’s on a card it’s a power counter). +1 power counters can be placed on cards, transferred between cards, and removed from cards when a card’s ability says to do so. When a card leaves play, remove all +1 power counters on it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In early sets, these were called +1 power tokens.&lt;br /&gt;
&lt;br /&gt;
Each +1 power counter on a minion increases the minion’s power by one for as long as it is on that minion. For example, a 2-power minion with three +1 power counters on it is treated as a 5-power minion. If a power counter is transferred, the counter no longer affects the card it used to be on, and starts affecting the new one.&lt;br /&gt;
&lt;br /&gt;
A power counter affects the minion it is on, so abilities that protect minions from effects protect against placing power counters on them, as well as transferring or removing them.&lt;br /&gt;
&lt;br /&gt;
See below for how power counters work with Titans. Power counters on actions, bases, or buried cards have no effect unless a card says otherwise.&lt;br /&gt;
&lt;br /&gt;
===== The Madness Deck =====&lt;br /&gt;
&#039;&#039;Used in The Obligatory Cthulhu Set&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a set of 30 identical action cards. Keep the Madness deck face up (since all cards are identical) and separate from all other decks. Players cannot draw a card from the Madness deck, or return a Madness card to it, unless a card’s ability specifically allows it. If the Madness deck is out of cards, ignore any instructions to draw a Madness card until one or more Madness cards return to the deck. &lt;br /&gt;
&lt;br /&gt;
The current controller of each Madness card is treated as its owner as well. When a Madness card leaves play, it goes to its controller’s discard pile rather than to the Madness deck. When a Madness card returns to the Madness deck, the player ceases to control it.&lt;br /&gt;
&lt;br /&gt;
====== 30x Madness ======&lt;br /&gt;
[[File:SU1016.1 ObligatoryCthulhu Madness.png|none|thumb]]&lt;br /&gt;
Draw two cards OR return this card to the Madness deck.&lt;br /&gt;
&lt;br /&gt;
====== Madness and the Final Score ======&lt;br /&gt;
Madness cards give you extra card draws during the game, but at the end of the game they cause you to lose VPs!&lt;br /&gt;
&lt;br /&gt;
When the game ends, and one player is in the lead with 15 VP or more, players count the total number of Madness cards in their hands, decks, and and discard piles, or that are buried. Each player then loses 1 victory point for every 2 Madness cards that they have. The player with the highest modified VP total then wins. In case of ties, the player with the fewest Madness cards wins. Further ties share the win!&lt;br /&gt;
&lt;br /&gt;
For example, John has 15 VPs and 5 Madness cards; he gets -2 VPs for a final total of 13 VPs. Mary has 14 VPs and 3 Madness cards, giving her a -1 VP penalty. Her modified total is 13 VPs, but she has fewer Madness cards, so she wins the tie. Finally, Chris has 13 VPs and no Madness cards. Chris, with the fewest Madness cards, wins the game, and John comes in last place!&lt;br /&gt;
&lt;br /&gt;
===== Monsters and Treasures =====&lt;br /&gt;
&#039;&#039;Used in Smash Up: Munchkin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Monsters and treasures are special types of minion and action cards. They each have their own deck and discard pile, set to the side for any player to use when necessary. Players cannot draw from these decks unless allowed in these rules or by a card’s ability.&lt;br /&gt;
&lt;br /&gt;
Monsters are treated as normal minions, and treasures are treated as normal actions or minions, in all ways except as defined below.&lt;br /&gt;
&lt;br /&gt;
Monsters and treasures have no owner or faction, therefore cards that refer to a minion’s owner do not apply to monsters. When a monster or treasure card leaves play, it always goes to the corresponding discard pile, regardless of card text to the contrary.&lt;br /&gt;
&lt;br /&gt;
Monsters are not played from players’ hands but directly from the top of the monster deck. They can only be played when a game effect specifically says to play a monster. Playing a monster does not count against a player’s limit of one minion per turn, nor does it count as an extra minion. Playing a monster does not give a player control of it; however, other cards may allow a player to take control of a monster in play.&lt;br /&gt;
&lt;br /&gt;
Treasures are special awards gained either by defeating monsters, or by special card effects. Although they have no owner or faction, they do have a controller as normal.&lt;br /&gt;
&lt;br /&gt;
====== Monsters and Bases ======&lt;br /&gt;
Bases in Smash Up: Munchkin have a monster number (see [[Know Your Cards! (card anatomy)|Know Your Cards]]). Whenever such a base enters play, draw that many monsters from the monster deck and play them on the base. To save table space, you may overlap the monster cards so only their power and abilities show. Monsters played on new bases are not considered played by any player. Monsters’ abilities trigger when they are played just as with normal minions.&lt;br /&gt;
&lt;br /&gt;
Monsters do not count against the breakpoint of the base they are on. Instead, they ADD to the breakpoint of the base, making it harder to score. However, if someone takes control of a monster, it stops adding to the base’s breakpoint and acts as a normal minion of that player.&lt;br /&gt;
&lt;br /&gt;
====== Getting Loot from a Monster ======&lt;br /&gt;
Monsters have a treasure number. If a monster is destroyed by a card effect, the player who controls the effect that destroyed it draws that many treasure cards and places them in his or her hand. Big phat lewt!&lt;br /&gt;
&lt;br /&gt;
====== Getting Loot from a Base that Scored ======&lt;br /&gt;
After awarding VPs for a base, add the treasure numbers of all the monsters that are still on the base and reveal that many cards from the treasure deck. Players take turns choosing one of the revealed cards and adding it to their hand. To be eligible to claim a treasure, a player must either control a minion at that base or have at least 1 power there by virtue of some other effect. All qualifying players are included in treasure selection, not just the top three.&lt;br /&gt;
&lt;br /&gt;
When choosing treasures, start with the base’s winner and proceed by the decreasing amount of power present on the base. Priority for breaking ties starts with the current player and going clockwise. Continue selecting (restarting with the winner if there are more treasures than players) until all treasures have been claimed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A base scores. The monsters still on the base have a total treasure value of 5. Alan has a bunch of minions on the base, and Beth has one minion with a power of zero. The players reveal a total of 5 cards from the treasure deck. Alan, who had the highest total power, chooses one of the cards. Beth chooses second, then Alan chooses another, etc. In the end, Alan gets the first, third, and fifth choices, and Beth gets second and fourth. Chris had neither minions nor power on the base, and thus does not get any treasure.&lt;br /&gt;
&lt;br /&gt;
===== Titans =====&lt;br /&gt;
&#039;&#039;Used in Big in Japan and the Titan Event Kit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Titans are a card type entirely different from minions, actions, or bases. Representing large, uncontrollable forces, titans are neither good nor evil; they are pure awesome. Titans start the game on the table near their owner; they never go in the hand, deck or discard pile.&lt;br /&gt;
&lt;br /&gt;
Titans may be played on a base when a card, including the titan card itself, says you can play them. Playing a titan is optional. “Instead of your regular minion [or action] play” means instead of the normal minion or action play allowed during your Play Cards phase. Titans are not played as, and do not count as, extra cards.&lt;br /&gt;
&lt;br /&gt;
If you play a titan, you control it even if you do not own it. You cannot play a titan if you already control a titan in play.&lt;br /&gt;
&lt;br /&gt;
Titans are not affected by abilities that specifically target minions or actions. Abilities that target “cards” can affect titans and even force them out of play (destroyed, returned, placed, etc.). Titans also leave play if the base card they are on leaves play. When a titan leaves play for whatever reason, set it aside near its owner, discarding any counters on it. It can be played again anytime a card allows it.&lt;br /&gt;
&lt;br /&gt;
Titans do not have power, but they can give power to their controller’s total at their base through their abilities. In addition, titans that have +1 power counters on them also provide that power to their controller.&lt;br /&gt;
&lt;br /&gt;
====== Clash of the Titans ======&lt;br /&gt;
After you play or move a titan to a base that already has a titan, one of them must be removed from play. The two controllers compare their total power at that base, after resolving any applicable ongoing abilities. The player with the lesser total removes their titan; in case of ties, the titan that was on the base first wins.&lt;br /&gt;
&lt;br /&gt;
===== Non-Minions That Grant Power =====&lt;br /&gt;
&#039;&#039;First used in Big In Japan&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some actions have inherent power, and some bases grant power. This power counts both toward breaking the base and toward earning VP rewards, even if the player has no minions present there.&lt;br /&gt;
&lt;br /&gt;
===== Burying =====&lt;br /&gt;
&#039;&#039;Used in Oops, You Did It Again&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to bury:&#039;&#039;&#039; To bury a card you place it face down beside a base, facing you. You don’t show it to others unless the card says to bury itself. You may only bury a card if an ability allows it.&lt;br /&gt;
[[File:05a Burying.png|thumb|394x394px]]&lt;br /&gt;
&#039;&#039;&#039;Status:&#039;&#039;&#039; A buried card is not affected by abilities that target minions, actions, or any other card type. They are affected by abilities that target “cards”. A buried card is controlled by the player who buried it, and its controller is considered its owner until it is uncovered or discarded. Players may look at buried cards they control at any time; but they may only look at them one at a time and may not mix them up. A buried card’s abilities may not be triggered until after it is uncovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncovering:&#039;&#039;&#039; Each player may uncover one of their buried cards at the start of their turn. A player may also uncover a card when an ability allows it. When a buried card is uncovered, its controller immediately plays it as an extra card. It is played either on the same base, or on a minion on that base, or simply resolved and discarded, as appropriate. It is resolved just as if it were played from the hand. If circumstances make playing it impossible (e.g. it’s a card that is only played before a base scores), it is discarded instead. When a card is uncovered or re-buried (as Mummies do), any counters or cards on it are discarded first. Uncovered cards may not be immediately reburied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring:&#039;&#039;&#039; Buried cards do not themselves have power, nor the presence to help break or win a base. After a base scores or leaves play for any reason, buried cards still on it go to their owners’ discard piles. Madness cards that are buried at the end of the game still count against their controller.&lt;br /&gt;
&lt;br /&gt;
===== Cards Played off the Top of the Deck =====&lt;br /&gt;
&#039;&#039;Used in Excellent Movies Dude and Half the Battle; That 70s Expansion via errata (Truckers)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
“Play X off the top of your deck” means you reveal cards from the top of your deck until you reveal a card of type X, and then play it; if you are told to play N Xs you do the procedure N times. After the Xs are played and resolved, if there are any unused revealed cards you shuffle them into your deck; before then those cards are not considered in play or part of any deck or discard pile. &lt;br /&gt;
&lt;br /&gt;
If the deck is empty before you start revealing cards, shuffle your discard pile to make a new deck. But if the deck runs out while you are revealing, you stop revealing and can only play what you have already revealed. (This is also true for other cards that reveal from the deck until finding something, like Watson) If the X that you reveal has prerequisites for play that are not met (e.g. Shoggoth), it is discarded instead.&lt;br /&gt;
&lt;br /&gt;
“If this card was played off the top of a deck” means if this card was among a group of cards revealed from the top of a deck and then played. It does not have to have been the very top card for it to be true. There are cards that don&#039;t specifically say &amp;quot;play X off the top of your deck&amp;quot; that help meet that condition without saying “play off the top of a deck”, such as Hoverbot, Secret Volcano Headquarters, Teaching Power, Moon Dumpster, or Raiding Party.&lt;br /&gt;
&lt;br /&gt;
===== Duels =====&lt;br /&gt;
&#039;&#039;Used in Oops, You Did It Again&#039;&#039;&lt;br /&gt;
[[File:05b Duels.png|thumb|502x502px]]&lt;br /&gt;
&#039;&#039;&#039;Basics:&#039;&#039;&#039; When two minions duel, their controllers may each place a card from their hand on the table face down, and then each reveals their card (if any), starting with the challenger. If it is an action it is played normally, otherwise it is returned to the hand. After the dueling cards are resolved, the minion with the higher power is determined to be the winner; in case of ties, both sides get all the effects of the duel. The benefits of winning, or the harm of losing, are specified by the card that starts the duel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; Placing a dueling card on the table is optional, and the decision to place one is first made by the challenger.&lt;br /&gt;
&lt;br /&gt;
You may place any card from your hand for a duel, including actions that affect minions outside the duel, or even minions that are just returned to the hand (they make a good bluff).&lt;br /&gt;
&lt;br /&gt;
While on the table, dueling cards are not considered part of the hand, deck or discard pile, are not considered in play, and cannot be targeted by any ability.&lt;br /&gt;
&lt;br /&gt;
Two duels may not happen at the same time, so if any ability that allows a duel is triggered during another duel, that part of the ability is ignored.&lt;br /&gt;
&lt;br /&gt;
After a duel’s actions are resolved, if the two minions of the duel are not together on the same base as each other, the duel stops without resolution. However, changing control of either or both minions does not stop the duel.&lt;br /&gt;
&lt;br /&gt;
During a duel no other cards may be played or invoked, unless they are allowed by the duel’s actions (or by the cards allowed by the actions, etc.) or they are triggered by the duel or the cards involved in it.&lt;br /&gt;
&lt;br /&gt;
Being in a duel does not by itself count as affecting a minion, but the duel’s consequences may affect it.&lt;br /&gt;
&lt;br /&gt;
===== Stasis =====&lt;br /&gt;
&#039;&#039;Used in Excellent Movies, Dude&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stasis counters&#039;&#039;&#039; track the amount of time a card spends in stasis, after which the card is played, and/or other effects may happen. If you run out of stasis counters, use any other items you wish as additional counters. Stasis counters do not count as any other token used in the game, and none of those count as stasis counters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Being in stasis&#039;&#039;&#039;: You only place stasis counters on a card when an ability says you can; doing so places the card in stasis. Cards in stasis are placed face up in front of their owner. They are considered in play, but:&lt;br /&gt;
&lt;br /&gt;
1) they are not on any base or part of any hand, deck, or discard pile;&lt;br /&gt;
&lt;br /&gt;
2) their abilities do not work unless they refer to stasis; and&lt;br /&gt;
&lt;br /&gt;
3) they may not be affected by, or chosen as the target of, any ability that does not refer to stasis;&lt;br /&gt;
&lt;br /&gt;
4) they may not be played or leave stasis except as described below.&lt;br /&gt;
&lt;br /&gt;
Their presence on the table may influence some abilities (e.g. Microbot Alpha, Red Riding Hood), and their power and abilities can be copied by other cards. Madness cards in stasis at the end of the game still count against your final score.&lt;br /&gt;
[[File:Stasis and Storage Example.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;Leaving stasis&#039;&#039;&#039;: At the start of your turn, you must remove one stasis counter from each of your cards in stasis. You may also remove (or add) stasis counters when an ability says you can. If a card in stasis has no stasis counters on it, during your Play Cards phase you may play it as an extra card, at which point it leaves stasis. When you play the card, follow any instructions it has for leaving stasis, and then discard the card unless it tells you otherwise (as Sidelined Girlfriend does). If it has no instructions for leaving stasis, just play it normally as an extra card. Cards leaving stasis may not immediately re-enter stasis. At the end of each turn, discard all your cards in stasis that have no stasis counters on them; they both leave stasis and leave play.&lt;br /&gt;
&lt;br /&gt;
===== Stored Cards =====&lt;br /&gt;
Some abilities let you store cards by placing them face down under other cards. If the ability has limits on the card being placed – e.g. “a minion of power 3 or less” or “an action“ – you must reveal it before storing it so others can see it meets the requirements. You may look at your stored cards at any time, but you must return them to the same place. Other players may count your stored cards, but may not examine them. Stored cards are considered in play, but their abilities are not active, and they cannot be affected by abilities that do not mention stored cards. Stored cards may only be played when an ability allows it. When a card moves, cards under it move with it. When a card leaves play, any cards stored under it are discarded unless an ability says otherwise. Madness cards in storage at the end of the game still count against your final score.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-right-style:none;width:320px;&amp;quot; |[[The Big Score|&amp;lt;- previous: The Big Score]]&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;text-align:center;width:500px;&amp;quot; | Special Cards, Counters, and Other Rules&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;text-align:left;border-left-style:none;border-right-style:none;border-top-style:none;border-bottom-style:none;width:320px;&amp;quot; |[[Terms and Phrases|next:  Terms &amp;amp; Phrases-&amp;gt;]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1016.1_ObligatoryCthulhu_Madness.png&amp;diff=3480</id>
		<title>File:SU1016.1 ObligatoryCthulhu Madness.png</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1016.1_ObligatoryCthulhu_Madness.png&amp;diff=3480"/>
		<updated>2025-12-07T04:08:22Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Terms_and_Phrases&amp;diff=3479</id>
		<title>Terms and Phrases</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Terms_and_Phrases&amp;diff=3479"/>
		<updated>2025-12-07T03:46:06Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Corrected definition of &amp;quot;standard&amp;quot; and added examples.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We do our best to use the words in the rules and card abilities carefully; specific words are not synonymous no matter how similar they seem. For example, destroy, discard, move, place, play, and return are all different things done with or to cards. This means that a card that cannot be destroyed can still be returned or discarded. In this section we clarify what the specific words mean.&lt;br /&gt;
&lt;br /&gt;
===== Terms and Phrases with Examples: =====&lt;br /&gt;
[[File:SU1035 CeaseAndDecist ChangerBots20.png|thumb|315x315px|Illustrated by: Gong Studios|none]]&lt;br /&gt;
&lt;br /&gt;
====== A Minion ======&lt;br /&gt;
Any minion in play, unless stated otherwise&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Exception:&#039;&#039;&#039; &amp;quot;Play a minion&amp;quot; means one from the hand.&#039;&#039;&lt;br /&gt;
[[File:00 Temporary Card Placeholder.png|thumb|315x315px|Illustrated by: |none]]&lt;br /&gt;
======Affect======&lt;br /&gt;
A card is affected if it is moved or transferred, removed from play (e.g., destroyed, returned, shuffled, or placed), changed in power or controller, has an action or counter attached, or its ability canceled. Removing an attached +1 power counter is considered to affect the card that it was attached to; but removing an attached action is not considered to affect the card that it was attached to, even if that indirectly changes the card’s power, abilities, etc. Credit for affecting a card goes to the controller of the card that explicitly mandated the effect.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Exception:&#039;&#039;&#039; If the card specifies a different player to carry out an effect, that player gets the credit.&#039;&#039;&lt;br /&gt;
[[File:SU1032 ItsYourFault Superheroes7.png|thumb|315x315px|Illustrated by: Dudu Torres|none]]&lt;br /&gt;
======After======&lt;br /&gt;
“After X do Y” means you resolve X completely before you start doing Y. If X does not happen, neither does Y. You must do Y immediately after X, meaning before the current player does some other activity that does not depend on X. (Use common sense and courtesy when applying this rule.)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Exception:&#039;&#039;&#039; “After a base scores” means after the VP are awarded, not after the new base is chosen; see page 6.&#039;&#039;&lt;br /&gt;
[[File:SU1039 WhatWereWeThinking Grannies12.png|thumb|315x315px|Illustrated by:  Marcel Stobinski|none]]&lt;br /&gt;
======And/Or======&lt;br /&gt;
“X and/or Y” means X by itself, or Y by itself, or both X and Y.&lt;br /&gt;
[[File:00 Temporary Card Placeholder.png|thumb|315x315px|Illust:|none]]&lt;br /&gt;
======Attachments======&lt;br /&gt;
Anything that is attached to or played on a card, like other cards or power counters.&lt;br /&gt;
[[File:SU1033 ItsYourFault Tornados4.png|thumb|315x315px|Illustrated by: Gildia Art Guild|none]]&lt;br /&gt;
======Before a Base Scores======&lt;br /&gt;
After a base has been chosen to be scored, but before VPs have been awarded.&lt;br /&gt;
[[File:SU1041 WhatWereWeThinking TeddyBears13.png|thumb|315x315px|Illustrated by: Gong Studios|none]]&lt;br /&gt;
======Cancel======&lt;br /&gt;
Canceling an ability means the ability is treated as if it does not exist. Canceling does not undo previous effects created by the ability.&lt;br /&gt;
[[File:SU1025 PrettyPretty KittyCats14a.png|thumb|315x315px|Illustrated by: 2Minds Studio|none]]&lt;br /&gt;
======Control======&lt;br /&gt;
By default, each card you play is controlled by you. If you gain control of a card, it is as if you had played it: minions add to your power total, abilities on the card apply to you and you can use them, etc. Controlling a minion does not mean you control any actions played on it, but their abilities apply to the minion normally. When the card leaves play, it goes to the hand, deck, or discard pile of its owner.&lt;br /&gt;
[[File:SU1007 CoreSet Wizards19.png|thumb|315x315px|Illustrated by: Carmen Cianelli|none]]&lt;br /&gt;
======Destroy======&lt;br /&gt;
This lets you remove a card that’s in play and put it into the appropriate discard pile.&lt;br /&gt;
[[File:SU1037 CeaseAndDecist StarRoamers Folder4.png|thumb|315x315px|Illustrated by: Francisco Rico Torres|none]]&lt;br /&gt;
======Directly Affects======&lt;br /&gt;
Card X directly affects card Y if X’s ability does one of the things listed under “Affect”, and Y is a target specified by X.&lt;br /&gt;
[[File:SU1034 CeaseAndDecist AstroKnights4.png|thumb|315x315px|Illustrated by: Alberto Tavira|none]]&lt;br /&gt;
======Directly increases power======&lt;br /&gt;
A card directly increases power if it gives it “+N power”, or places or transfers a +1 power counter, or sets the printed power to a higher value. Granting a power-increase talent (e.g. The Touch), or destroying a negative power card (e.g. Change Into A Gun) are not direct power increases.&lt;br /&gt;
[[File:00 Temporary Card Placeholder.png|thumb|315x315px|Illustrated by:|none]]&lt;br /&gt;
======Discard======&lt;br /&gt;
This lets you put a card that is not in play or has just been scored into the appropriate discard pile. It comes from your hand unless it says otherwise.&lt;br /&gt;
[[File:SU1036 CeaseAndDecist Ignobles9.png|thumb|315x315px|Illustrated by: Gong Studios|none]]&lt;br /&gt;
====== End of a turn======&lt;br /&gt;
The phrase “end of the turn” means the end of the current player’s turn; “end of your turn” means the end of your current turn if you are the current player, or the end of your upcoming turn if you are not the current player.&lt;br /&gt;
[[File:SU1005 CoreSet Robots.png|thumb|315x315px|Illustrated by: Bruno Balixa|none]]&lt;br /&gt;
======Extra======&lt;br /&gt;
An extra minion or action is one that is not counted against your normal limit of one per type per turn. You may always play it immediately. If an ability gives&lt;br /&gt;
you an extra card during the Play Cards phase, you may play it later in the phase unless it refers to a specific card, or it was given by a Special ability. Like regular cards, extra cards are optional.&lt;br /&gt;
[[File:SU1015 ObligatoryCthulhu Cthulhu15.png|thumb|315x315px|Illustrated by: Brian Hagan|none]]&lt;br /&gt;
======Have======&lt;br /&gt;
You have cards at a base if and only if you control the cards.&lt;br /&gt;
[[File:SU1048 That70sExpansion Truckers16.png|thumb|315x315px|Illustrated by: Gong Studios|none]]&lt;br /&gt;
======Here======&lt;br /&gt;
“Here” refers to the base that the card currently occupies, or to the base itself if a base says “here”. “Move a card here” means “move a card to here” unless another destination is specified.&lt;br /&gt;
[[File:00 Temporary Card Placeholder.png|thumb|315x315px|Illustrated:|none]]&lt;br /&gt;
======Ignore an Ability======&lt;br /&gt;
Ignoring a base’s ability means: you do not follow a base’s instructions, you are not subject to its restrictions, and your cards are neither affected nor protected by its ability.&lt;br /&gt;
[[File:SU1018 SciFiDoubleFeature ShapeShifters4.png|thumb|315x315px|Illustrated by: Víctor Pérez Corbella|none]]&lt;br /&gt;
======In Play======&lt;br /&gt;
Cards in play are in the middle of the table, i.e., an active base, a card on an active base, or a card on a minion. Cards are in play once they hit the table, even before their ability is resolved. Cards in the hand, deck, discard pile, or set aside, or in the box, are not in play.&lt;br /&gt;
[[File:SU1055 OopsYouDidItAgain Vikings14.png|thumb|315x315px|Illustrated by: Francisco Rico Torres|none]]&lt;br /&gt;
======In the box======&lt;br /&gt;
A card that is in the box is entirely removed from play. Treat it as if it doesn’t exist for the duration of the game.&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju2.png|thumb|315x315px|Illustrated by: Alberto Tavira|none]]&lt;br /&gt;
======May======&lt;br /&gt;
The phrase “You may do X” means you are allowed to do X, but are not required to do X. “You may do X and Y” means you either do both X and Y, or neither X nor Y; you cannot opt to do just one of them.&lt;br /&gt;
[[File:SU1001 CoreSet Aliens15.png|thumb|315x315px|Illustrated by: Conceptopolis|none]]&lt;br /&gt;
======Move======&lt;br /&gt;
This lets you relocate a minion or titan from one base to another, along with any cards or counters on it. Moving a card does not count as playing it. On-play (i.e unlabelled) abilities do not trigger when you move a card.&lt;br /&gt;
[[File:00 Temporary Card Placeholder.png|thumb|315x315px|Illustrated:|none]]&lt;br /&gt;
======On Your Turn======&lt;br /&gt;
This means during the normal Play Cards phase of your turn. You can only do it once per turn unless it says otherwise.&lt;br /&gt;
[[File:SU1002 CoreSet Dinosaurs.png|thumb|315x315px|Illustrated by: Saliym McCullin|none]]&lt;br /&gt;
======Ongoing======&lt;br /&gt;
Most abilities happen and then they’re over, or else they end at the end of the turn. Ongoing abilities are active for as long as they’re in play, and/or they trigger at some later time while in play. Ongoing abilities do not work from the hand, deck or discard pile.&lt;br /&gt;
[[File:SU1028 PrettyPretty Princesses18.png|thumb|315x315px|Illustrated by: 2Minds Studio|none]]&lt;br /&gt;
======OR======&lt;br /&gt;
“X OR Y”, with “OR” typeset in all capitals, means the controller chooses either X or Y to happen, but cannot choose both.&lt;br /&gt;
[[File:SU1037 CeaseAndDecist StarRoamers Folder17.png|thumb|315x315px|Illustrated by: Francisco Rico Torres|none]]&lt;br /&gt;
======Other Players======&lt;br /&gt;
Everyone except “you.”&lt;br /&gt;
[[File:SU1038 WhatWereWeThinking Explorers19.png|thumb|315x315px|Illustrated by: Alberto Tavira|none]]&lt;br /&gt;
======Owner======&lt;br /&gt;
The player who had the card at the start of the game. Monsters and treasures have no owner.&lt;br /&gt;
[[File:SU1027 PrettyPretty MythicHorses11.png|thumb|315x315px|Illustrated by: 2Minds Studio|none]]&lt;br /&gt;
======Place======&lt;br /&gt;
This lets you relocate a card in a way not covered by other terms, such as from a base to the bottom of your deck, or from the discard pile to your hand.&lt;br /&gt;
[[File:SU1003 CoreSet Ninjas18.png|thumb|315x315px|Illustrated by: Isuardi Therianto|none]]&lt;br /&gt;
======Play======&lt;br /&gt;
You play a card when it’s one of the free cards you get in the Play Cards phase, or any time an ability specifically says that you’re playing it. A card’s ability happens when you play it. When cards are moved, placed, returned, or transferred, they’re not being played, and their abilities don’t happen.&lt;br /&gt;
[[File:SU1011 AwesomeLevel9000 KillerPlants15.png|thumb|315x315px|Illustrated by: Dinobot Illustrations|none]]&lt;br /&gt;
======Player&#039;s abilities======&lt;br /&gt;
The abilities on the cards the player controls. This includes minions, actions, and titans, but not cards the player doesn’t control like bases or monsters. Players do not have abilities for themselves, separate from their cards.&lt;br /&gt;
[[File:SU1035 CeaseAndDecist ChangerBots17.png|thumb|315x315px|Illustrated by: Gong Studios|none]]&lt;br /&gt;
======Printed Power======&lt;br /&gt;
The number physically printed on the card. The printed power is also the starting power of a card, unless an ability changes it.&lt;br /&gt;
[[File:SU1008 CoreSet Zombies.png|none|thumb|315x315px|Illustrated by: Dave Allsop]]&lt;br /&gt;
======Return======&lt;br /&gt;
This sends a card back to where it came from. When a card returns from a base, discard attachments on that card and place it in its owner’s hand.&lt;br /&gt;
[[File:SU1014 ObligatoryCthulhu Innsmouth20.png|none|thumb|315x315px|Illustrated by: Benjamin Sowa]]&lt;br /&gt;
======Same Name======&lt;br /&gt;
A group of one or more cards that all have identically matching card titles. Two or more Ninja Acolytes are such a group, but partial matches like a Ninja Acolyte/Ninja Master do not count. A single card always counts as a group of cards with the same name.&lt;br /&gt;
[[File:SU1004 CoreSet Pirates10.png|none|thumb|315x315px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
======Special======&lt;br /&gt;
Special abilities happen at unusual times or in unusual ways, as described in the abilities themselves. (E.g. they might trigger on a card already in play, or in your hand or discard pile.) A card played using a Special ability doesn’t count as one of your free cards for the turn. If a Special must be played when its conditions don’t allow it, it is discarded instead.&lt;br /&gt;
[[File:SU1046 That70sExpansion DiscoDancers Folder21.png|none|thumb|225x225px|Illustrated by: Klaudia Bulantová]]&lt;br /&gt;
======Standard======&lt;br /&gt;
A standard action is considered &amp;quot;standard&amp;quot; if it does not enter play or remain in play in any capacity when played from the hand.&lt;br /&gt;
&lt;br /&gt;
* If an action is played on a base or a minion, it is not standard.&lt;br /&gt;
* If it places stasis counters on itself, then it is not standard, because cards in stasis are in play.&lt;br /&gt;
* If it buries itself on a base, then it is not standard, because buried cards are in play.&lt;br /&gt;
* If it is a self-burying card being uncovered or a self-stasising card played from stasis, then it is still not standard, because being standard is a quality of the card and not a quality of the play.&lt;br /&gt;
* If it goes somewhere else in the course of its ability, like another player&#039;s hand (e.g., Pot of Beans) or the bottom of the deck (e.g., Time Walk) then it is standard because it is not going into play.&lt;br /&gt;
&lt;br /&gt;
[[File:SU1040 WhatWereWeThinking RockStars12.png|none|thumb|315x315px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
======Starting======&lt;br /&gt;
The power of a minion, or the breakpoint of a base, before being modified by other abilities (or by monsters for breakpoints). Normally this is the number printed on the minion or base, but some cards can change it.&lt;br /&gt;
[[File:SU1011 AwesomeLevel9000 KillerPlants10.png|none|thumb|315x315px|Illustrated by: Dinobot Illustrations]]&lt;br /&gt;
======Talent======&lt;br /&gt;
This is an ability that the card may use once during the Play Cards phase of each of its controller’s turns. Using a talent is optional, and a talent can be used at any time during the Play Cards phase.&lt;br /&gt;
[[File:SU1017 SciFiDoubleFeature CyborgApes14.png|none|thumb|315x315px|Illustrated by: Brynn Metheney]]&lt;br /&gt;
======There======&lt;br /&gt;
This means the location just referred to by the card text.&lt;br /&gt;
[[File:SU1020 SciFiDoubleFeature TimeTravelers4.png|none|thumb|315x315px|Illustrated by: Igor Herras]]&lt;br /&gt;
======This======&lt;br /&gt;
“This” usually refers to the card itself. If it refers to a different type of card (e.g., a minion with the text “this base”), then it means the card of that type that it is played on; in such cases, “this” has no meaning on a card that is not in play.&lt;br /&gt;
[[File:SU1036 CeaseAndDecist Ignobles16.png|none|thumb|315x315px|Illustrated by: Gong Studios]]&lt;br /&gt;
======To======&lt;br /&gt;
Some cards say, “Do X to do Y” (e.g. “Discard cards equal to a minion’s power to destroy it.”) With these cards, if doing X completely is thwarted for any reason (e.g., you don’t have enough cards in hand), then you can’t do any of X, or do Y either. If two or more cards tell you to do X to make something else happen, you cannot have that same X count for multiple cards. So there.&lt;br /&gt;
[[File:00 Temporary Card Placeholder.png|thumb|315x315px|Illust:|none]]&lt;br /&gt;
======Transfer======&lt;br /&gt;
This lets you relocate actions or power counters from one card to another. When adding counters to your cards (from the pool), or discarding counters from your cards (to the pool), that’s not transferring. If the target of the transfer is immune to effects, the transferred card or token is discarded instead.&lt;br /&gt;
[[File:SU1050 BiggerGeekierBox Geeks8.png|none|thumb|315x315px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
======When======&lt;br /&gt;
“When scoring” means at the time VP rewards are distributed. For uses other than scoring, “when X” means as X starts happening (typically, you interrupt the part of X that is pertinent to the ability of the card that says, “when”; if there is nothing to interrupt, then “when X” acts just like “after X” and you’ve discovered a card that we made an error on).&lt;br /&gt;
[[File:00 Temporary Card Placeholder.png|thumb|315x315px|Illust:|none]]&lt;br /&gt;
======While======&lt;br /&gt;
In general, “while X” means as long as X is true. “While scoring” means any time during the Score Bases phase, from the moment the base is chosen to score until it is discarded and replaced by a new base.&lt;br /&gt;
[[File:00 Temporary Card Placeholder.png|thumb|315x315px|Illust:|none]]&lt;br /&gt;
======You======&lt;br /&gt;
On a minion, action, or titan, “you” means the controller of the card. On a base, it means any player it describes, which is usually the current player.&lt;br /&gt;
[[File:SU1042 BigInJapan IttyCritters19.png|left|thumb|205x205px|Illustrated by: Studio 2Minds]]&lt;br /&gt;
======Your======&lt;br /&gt;
When referring to cards in play, this means cards you control, no matter which faction or deck they are from.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-right-style:none;width:320px;&amp;quot; |[[Special Cards, Counters and Other Rules|&amp;lt;- previous: Special Cards, Counters, and Other Rules]]&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;text-align:center;width:90px;&amp;quot; |Terms &amp;amp; Phrases &lt;br /&gt;
! style=&amp;quot;vertical-align:middle;text-align:left;border-left-style:none;border-right-style:none;border-top-style:none;border-bottom-style:none;width:320px;&amp;quot; |[[Detailed Rules for Cards, Abilities, and Other Wackiness|next: Detailed Rules for Cards, Abilities, and Other Wackiness -&amp;gt;]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Steampunks&amp;diff=3478</id>
		<title>Steampunks</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Steampunks&amp;diff=3478"/>
		<updated>2025-11-22T23:54:22Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Corrected Workshop ability text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1012 CoverPhoto Steampunks.png|none|frame|Illustrated by: Conceptopolis]]&lt;br /&gt;
&lt;br /&gt;
======&#039;&#039;[https://connect.forgefire.games/products/smash-up-steampunks Purchase the Steampunks Faction on Forgefire!]&#039;&#039;======&lt;br /&gt;
Jules Verne once said, “Hey, Steampunks. Nice threads.” Ever since that fateful day, these retronauts have been classing up the joint everywhere they go. Any base in the game will look smarter and be just a bit friendlier for full-on Steampunk domination.&lt;br /&gt;
&lt;br /&gt;
Steampunks are from the &#039;&#039;&#039;Awesome Level 9000 set&#039;&#039;&#039; and &#039;&#039;&#039;do not&#039;&#039;&#039; have a Titan card.&lt;br /&gt;
======Complexity Level: Low-Medium======&lt;br /&gt;
======Mechanics======&lt;br /&gt;
*&#039;&#039;&#039;Playing Actions on Bases&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Minions and Actions Support Each Other&#039;&#039;&#039;&lt;br /&gt;
What happens with an engine when no one&#039;s there to operate it? Steampunks know the answer intimately well. Steampunks have tons of play-on-base actions. Pretty much all their other cards interact with play-on-base actions in some way. Conversely, pretty much all their play-on-base actions interact with minions in some way. Quite a symbiotic relationship going on here.&lt;br /&gt;
&lt;br /&gt;
======Strategy======&lt;br /&gt;
Steampunks have a lot of power and mobility when they put their minions and play-on-base actions together, and lack it all when they separate. It is important to realize just how intertwined their minions and actions are. 6/10 of their actions directly rely on your minions, and 9/10 of their minions&#039; abilities directly rely on play-on-base actions (Steam Queen also protects play-on-minion actions). This symbiosis tends to get ever stronger the more minions and play-on-base actions you have in play. As a consequence, the beginning of the game tends to be slow for Steampunks, and also just after bases they won score. Keep steaming on by recycling your play-on-base actions with Mechanic and Scrap Diving.&lt;br /&gt;
&lt;br /&gt;
Usually, factions with abilities that draw extra cards also have abilities that play extra cards, but Steampunks do not. Drawing extra cards still helps you find the best cards in your deck, though, even if you have to discard down to 10. Note that the extra card from Difference Engine comes &#039;&#039;after&#039;&#039; Phase 4 of your turn, so you would end with 11 cards not 10.&lt;br /&gt;
&lt;br /&gt;
Opponents may try to disrupt the plan. You should look out for this, but Steampunks thought ahead for you. Steam Queen, Escape Hatch, and Ornate Dome help you stay in control of the situation. Combine these three with Difference Engine to create a nigh-impenetrable fortress. The longer you keep the base these are on from breaking, the longer you will profit from it.&lt;br /&gt;
&lt;br /&gt;
======Synergy======&lt;br /&gt;
Factions with play-on-base actions are great for Steampunks, and ones that play into their utilities.&lt;br /&gt;
*&#039;&#039;&#039;[[Pirates]]&#039;&#039;&#039; - Abet Steampunks with the original kings of mobility. Steampunks have no minion destruction of their own, if you needed that.&lt;br /&gt;
*&#039;&#039;&#039;[[Tricksters]]&#039;&#039;&#039; - Amazingly, Tricksters have almost as many play-on-base actions as Steampunks.&lt;br /&gt;
*&#039;&#039;&#039;Bear Cavalry&#039;&#039;&#039; - Bears have a couple play-on-base actions that greatly buff your minions, as well as a couple extra minion plays to balance Difference Engine.&lt;br /&gt;
*&#039;&#039;&#039;[[Ancient Incas]]&#039;&#039;&#039; - Sapa Inca can fetch Aggromotive and Rotary Slug Thrower.&lt;br /&gt;
*&#039;&#039;&#039;[[Star Roamers]]&#039;&#039;&#039; - Plug into these guys&#039; insane protective movement chains and extra minion plays. If you&#039;re smart, your power will end up exactly where you need it. &lt;br /&gt;
===Cards - Minions===&lt;br /&gt;
======1x Steam Queen======&lt;br /&gt;
[[File:SU1012 AwesomeLevel9000 Steampunks10.png|none|thumb|420x420px]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Ongoing: Your actions are not affected by other players’ cards.&lt;br /&gt;
&lt;br /&gt;
Errata? Yes/No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======2x Mechanic======&lt;br /&gt;
[[File:SU1012 AwesomeLevel9000 Steampunks9.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
&#039;&#039;&#039;Power4&#039;&#039;&#039; - Choose an action in your discard pile that can be played on a base and play it as an extra action.&lt;br /&gt;
&lt;br /&gt;
Errata? Yes/No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======3x Steam Man======&lt;br /&gt;
[[File:SU1012 AwesomeLevel9000 Steampunks7.png|none|thumb|420x420px]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Ongoing: Has +1 power if this base has one of your actions played on it.&lt;br /&gt;
&lt;br /&gt;
Errata? Yes/No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*This triggers if you have more than one action on its base.&lt;br /&gt;
======4x Captain Ahab======&lt;br /&gt;
[[File:SU1012 AwesomeLevel9000 Steampunks4.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Talent: Move this minion to a base that has one of your actions played on it.&lt;br /&gt;
&lt;br /&gt;
Errata? Yes/No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
===Cards - Actions===&lt;br /&gt;
======1x Aggromotive======&lt;br /&gt;
[[File:SU1012 AwesomeLevel9000 Steampunks11.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Play on a base. Ongoing: If you have a minion here, you have +5 power here.&lt;br /&gt;
&lt;br /&gt;
Errata? Yes/No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*The +5 power is not added to any minion, but just adds to your total there, during every player’s turn.&lt;br /&gt;
======1x Change of Venue======&lt;br /&gt;
[[File:SU1012 AwesomeLevel9000 Steampunks18.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Place one of your actions that is on a base or minion into your hand. Play it again as an extra action.&lt;br /&gt;
&lt;br /&gt;
Errata? Yes/No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======1x Difference Engine======&lt;br /&gt;
[[File:SU1012 AwesomeLevel9000 Steampunks17.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Play on a base. Ongoing: If you have a minion here, draw an extra card at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Errata? Yes/No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======1x Escape Hatch======&lt;br /&gt;
[[File:SU1012 AwesomeLevel9000 Steampunks20.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Play on a base. Ongoing: When your minions here are destroyed, return them to your hand instead.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*Minions placed into your hand do not count as being destroyed (c.f. Field of Honor).&lt;br /&gt;
======1x Ornate Dome======&lt;br /&gt;
[[File:SU1012 AwesomeLevel9000 Steampunks19.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Play on a base. Destroy all other players’ actions on this base. Ongoing: Other players cannot play actions on this base.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*This does not affect actions on minions, nor prevent such actions from being played. This does not block actions that target a base but are not played on it (e.g., Rampage, Disenchant).&lt;br /&gt;
======1x Rotary Slug Thrower======&lt;br /&gt;
[[File:SU1012 AwesomeLevel9000 Steampunks16.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Play on a base. Ongoing: Your minions here each have +2 power.&lt;br /&gt;
&lt;br /&gt;
Errata? Yes/No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======2x Scrap Diving======&lt;br /&gt;
[[File:SU1012 AwesomeLevel9000 Steampunks15.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Place an action from your discard pile into your hand.&lt;br /&gt;
&lt;br /&gt;
Errata? Yes/No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======2x Zeppelin======&lt;br /&gt;
[[File:SU1012 AwesomeLevel9000 Steampunks13.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
Play on a base. Talent: Move one of your minions from another base to here, or from here to another base.&lt;br /&gt;
&lt;br /&gt;
Errata? Yes/No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
===Cards - Bases===&lt;br /&gt;
======1x Inventor&#039;s Salon======&lt;br /&gt;
[[File:SU1012 AwesomeLevel9000 Steampunks21.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 22 - VPs: 4 2 1 - After this base scores, the winner may draw an action from their discard pile.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======1x Workshop======&lt;br /&gt;
[[File:SU1012 AwesomeLevel9000 Steampunks22.png|none|thumb|420x420px|Illustrated by: Conceptopolis]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 20 - VPs: 4 2 1 - After the first time each turn you play an action on this base, you  may play an extra action.&lt;br /&gt;
&lt;br /&gt;
Errata? Yes (Functional - capped at once per turn)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Sheep&amp;diff=3477</id>
		<title>Sheep</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Sheep&amp;diff=3477"/>
		<updated>2025-11-18T23:06:34Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Shearing correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1069 CoverPhoto Sheep.png|none|frame|Illustrated by: Studio 2Minds]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-sheep Purchase the Sheep Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
Decades of ewe-genics has transformed these harmless, dumb, grazing animals into harmful, dumb, grazing animals. They obediently and harmlessly follow other minions around from base to base… then they mercilessly crush their opponents with a wave of minions no one can stop. They are baaaaad news!&lt;br /&gt;
&lt;br /&gt;
Sheep are from the &#039;&#039;&#039;10th Anniversary set&#039;&#039;&#039; and &#039;&#039;&#039;do not&#039;&#039;&#039; have a Titan card.&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: MEDIUM-HIGH ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Moving As A Response&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Copying Opponents&#039; Cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sheep are focused primarily on movement, particularly in response to other minions being played or moved. They have many cards that move under the same criteria allowing them to all come running to the same base at the same time, giving this deck the ability to abruptly burst a base with a lot of power. The drawback is that sheep respond to opponents minions as well, which is why Little Bo Peep is important.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sheep also have a couple cards that deal with mimicking their opponents (another form of &amp;quot;following the crowd&amp;quot;) and taking random cards from them to supplement the limits of being so heavily focused on movement. &lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Dinosaurs]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Werewolves]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Superheroes]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Explorers]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Vigilantes]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Cowboys]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ultimates&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Knights of the Round Table]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Nightmare Before Christmas&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Mermaids]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Little Bo Peep ======&lt;br /&gt;
[[File:SU1069 10thAnniversary Sheep10a.png|none|thumb|420x420px|Illustrated by: Studio 2Minds]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Ongoing: Other players can not move minions to or from here. Talent: Move one of your minions to here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 2x Ram ======&lt;br /&gt;
[[File:SU1069 10thAnniversary Sheep8a.png|none|thumb|420x420px|Illustrated by: Studio 2Minds]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Talent: Move this minion to another base, then you may return a minion of power 2 or less at that base to its owner’s hand.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 3x Black Sheep ======&lt;br /&gt;
[[File:SU1069 10thAnniversary Sheep5a.png|none|thumb|420x420px|Illustrated by: Studio 2Minds]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Ongoing: After another minion is played here, move this minion to another base.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording (added &amp;quot;another&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Black Sheep’s ability has it moved by its controller, so Little Bo Peep does not block the ability unless they have different controllers. It is also not blocked by cards like Incorporeal&lt;br /&gt;
&lt;br /&gt;
====== 4x Flock ======&lt;br /&gt;
[[File:SU1069 10thAnniversary Sheep2a.png|none|thumb|420x420px|Illustrated by: Studio 2Minds]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Ongoing: After another minion moves from here to another base, move this minion to there as well.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This cannot follow minions that move after a base scores.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Counting Sheep ======&lt;br /&gt;
[[File:SU1069 10thAnniversary Sheep19a.png|none|thumb|420x420px|Illustrated by: Studio 2Minds]]&lt;br /&gt;
Play on a base. Ongoing: Once per turn, after the power of another player’s minion increases, your minions here gain +1 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (once per turn added) - errata&#039;d in the Bigger Geekier Box&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* The other player’s minion does not have to be at Counting Sheep’s base to trigger it. This card does not affect minions played after this card.&lt;br /&gt;
&lt;br /&gt;
====== 2x Ewe Shall Pass ======&lt;br /&gt;
[[File:SU1069 10thAnniversary Sheep14a.png|none|thumb|420x420px|Illustrated by: Studio 2Minds]]&lt;br /&gt;
Move one of your minions to another base. Draw a card. You may play an extra action.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Hello, Dolly! ======&lt;br /&gt;
[[File:SU1069 10thAnniversary Sheep20a.png|none|thumb|420x420px|Illustrated by: Studio 2Minds]]&lt;br /&gt;
Special: Play after another player plays an action. Copy the ability of that action.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This acts as if the ability of the action being copied were printed on it. If it copies an action that is played on a minion or a base, it is also played on a minion or base, and not necessarily the same one. Hello, Dolly! can copy actions that have conditions for being played (e.g. Make Contact, Cosplay) without having to fulfill those conditions; it has its own conditions for being played, so the other card’s conditions are moot. &lt;br /&gt;
&lt;br /&gt;
====== 1x In Sheep&#039;s Clothing ======&lt;br /&gt;
[[File:SU1069 10thAnniversary Sheep13a.png|none|thumb|420x420px|Illustrated by: Studio 2Minds]]&lt;br /&gt;
Play on a minion. Ongoing: After another minion moves from here to another base, you may move this minion to there as well and destroy this action.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x On the Lamb ======&lt;br /&gt;
[[File:SU1069 10thAnniversary Sheep18a.png|none|thumb|420x420px|Illustrated by: Studio 2Minds]]&lt;br /&gt;
Choose a base where you have a minion, and another player. Move that minion and all of that player’s minions there to a single other base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You may choose a player with no minions there and move “all” those minions, even if someone else does have minions there. All the minions go to the same base. &lt;br /&gt;
&lt;br /&gt;
====== 1x Shearing ======&lt;br /&gt;
[[File:SU1069 10thAnniversary Sheep17a.png|none|thumb|420x420px|Illustrated by: Studio 2Minds]]&lt;br /&gt;
Play on a minion. Draw a card. Ongoing: This minion has -2 power.  At the start of your turn, return this action to your hand.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If Shearing leaves play before the start of your next turn, you do not return it to your hand.&lt;br /&gt;
&lt;br /&gt;
====== 2x To Follow, or Not? ======&lt;br /&gt;
[[File:SU1069 10thAnniversary Sheep11a.png|none|thumb|420x420px|Illustrated by: Studio 2Minds]]&lt;br /&gt;
Choose another player. Choose a random action in their discard pile. Play it as an extra action or return it. Draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If you play another player’s card, you control it and its ability is carried out from your point of view; when it leaves play it goes back to the owner’s hand, deck, or discard pile.&lt;br /&gt;
&lt;br /&gt;
====== 1x Wood for Sheep ======&lt;br /&gt;
[[File:SU1069 10thAnniversary Sheep16a.png|none|thumb|420x420px|Illustrated by: Studio 2Minds]]&lt;br /&gt;
Choose another player. Reveal a random card from their hand. You may place a card from your hand into their hand to play the revealed card. Otherwise return it and play an extra action.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (gain an extra action if you do not play the card)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If you play another player’s card, you control it and its ability is carried out from your point of view; when it leaves play it goes back to the owner’s hand, deck, or discard pile.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Sheep Shrine ======&lt;br /&gt;
[[File:SU1069 10thAnniversary Sheep22a.png|none|thumb|420x420px|Illustrated by: Studio 2Minds]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 19 - VPs: 4 2 1 - After this is played, each player may move one of their minions to here. If played during setup, replace it and shuffle it into the deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x The Pasture ======&lt;br /&gt;
[[File:SU1069 10thAnniversary Sheep21a.png|none|thumb|420x420px|Illustrated by: Studio 2Minds]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 25 - VPs: 5 3 2 - After the first time you move a minion to this base each turn, move another minion from there to here.&lt;br /&gt;
&lt;br /&gt;
Errata: None&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Killer_Plants&amp;diff=3476</id>
		<title>Killer Plants</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Killer_Plants&amp;diff=3476"/>
		<updated>2025-11-12T23:25:43Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Removed outdated clarification for Sprout.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1011 CoverPhoto KillerPlants.png|none|frame|Illustrated by: Dinobot Illustrations]]&lt;br /&gt;
&lt;br /&gt;
======&#039;&#039;[https://connect.forgefire.games/products/smash-up-killer-plants Purchase the Killer Plants Faction on Forgefire!]&#039;&#039;======&lt;br /&gt;
Feed them, Seymour! (Don’t do it Seymour!) Because these guys grow all on their own. They become stronger the longer they remain in play, so plants can be a major problem for anyone who came to the table without garden shears.&lt;br /&gt;
&lt;br /&gt;
Killer Plants are from the &#039;&#039;&#039;Awesome Level 9000&#039;&#039;&#039; &#039;&#039;&#039;set&#039;&#039;&#039; and have a Titan card: &#039;&#039;&#039;Killer Kudzu&#039;&#039;&#039;&lt;br /&gt;
======Complexity Level: LOW-MEDIUM======&lt;br /&gt;
======Mechanics======&lt;br /&gt;
*&#039;&#039;&#039;Growing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spreading Like Weeds&#039;&#039;&#039;&lt;br /&gt;
Killer Plants take a steady and rooted approach to the game. Most of their abilities are delayed and/or multi-turn, having the least impact the turn they are played. Killer Plants root through your deck drawing and searching for new minions, overwhelming bases with more and more power if left unchecked. Their actions generally either play extra minions or help maintain presence on the bases.&lt;br /&gt;
&lt;br /&gt;
======Strategy======&lt;br /&gt;
Water Lilies and Venus Man Trap are the flowers of this faction, endlessly generating extra cards and minions for you as long as they remain on the field. Your opponents will want to remove them. Killer Plants have means to prevent their minions from getting moved or returned to your hand, but unfortunately not from getting destroyed. If your opponents are able to stay one step ahead of you, you will have a tough time. The Plants spread their runners and seeds far and wide, though, so if you manage to establish on a base you tend to stick. Use Sleep Spores to delay bases from breaking, so you have a chance to gain footholds and snowball into wins.&lt;br /&gt;
&lt;br /&gt;
======Synergy======&lt;br /&gt;
Factions whose low-power minions have good abilities or that can protect from destruction are great partners for Killer Plants. Sometimes factions with good on-play abilities make up for the Plants&#039; lack of them, since Sprouts trigger the abilities when they grow into their replacement.&lt;br /&gt;
*&#039;&#039;&#039;[[Ghosts]]&#039;&#039;&#039; - Several points of synergy with Plants that add up to a strong combination. Haunting offers two more minions for Sprouts to grow into, and Incorporeal protects vulnerable minions. The extra cards and minions help out Ghosts.&lt;br /&gt;
*&#039;&#039;&#039;[[Steampunks]]&#039;&#039;&#039; - With their numerous play-on-base actions, Killer Plants fit right into Steampunks&#039; primary game plan. You even get to transplant around the board with Zeppelins and Captain Ahab.&lt;br /&gt;
*&#039;&#039;&#039;[[Zombies]]&#039;&#039;&#039; - They want their Tenacious Zs and Walkers on the field as soon as possible, and Plants help that happen. Sprouts offer bonus fodder since they have such short lives.&lt;br /&gt;
*&#039;&#039;&#039;[[Pirates]]&#039;&#039;&#039; - First Mates are potent base-breakers, and the mobility helps you stay ahead of your opponents. &lt;br /&gt;
===Cards - Minions===&lt;br /&gt;
======1x Venus Man Trap======&lt;br /&gt;
[[File:SU1011 AwesomeLevel9000 KillerPlants10.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Talent: Search your deck for a minion of power 2 or less and play it here as an extra minion. Shuffle your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======2x Weed Eater======&lt;br /&gt;
[[File:SU1011 AwesomeLevel9000 KillerPlants9.png|none|thumb|420x420px]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Ongoing: At the start of your turn, this minion gains +2 power until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======3x Water Lily======&lt;br /&gt;
[[File:SU1011 AwesomeLevel9000 KillerPlants7.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Ongoing: Draw a card at the start of each of your turns. Only use one Water Lily’s ability each turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*If you get this using Sprout’s ability, you can use Water Lily’s ability immediately since it is still the Start Turn phase.&lt;br /&gt;
======4x Sprout======&lt;br /&gt;
[[File:SU1011 AwesomeLevel9000 KillerPlants4.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Ongoing: Destroy this card at the start of your turn. You may search your deck for a minion of power 3 or less, play it here as an extra minion, and shuffle your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Reversion (reverted to original version from Bigger Geekier Box errata)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
===Cards - Actions===&lt;br /&gt;
======1x Blossom======&lt;br /&gt;
[[File:SU1011 AwesomeLevel9000 KillerPlants13.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]&lt;br /&gt;
Play up to three extra minions that all have the same name.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======1x Budding======&lt;br /&gt;
[[File:SU1011 AwesomeLevel9000 KillerPlants11.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]&lt;br /&gt;
Choose a minion in play. Search your deck for a copy of that card and place it into your hand. Shuffle your deck.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======1x Choking Vines======&lt;br /&gt;
[[File:SU1011 AwesomeLevel9000 KillerPlants14.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]&lt;br /&gt;
Play on a minion. Ongoing: At the start of your turn, destroy this minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======1x Deep Roots======&lt;br /&gt;
[[File:SU1011 AwesomeLevel9000 KillerPlants15.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]&lt;br /&gt;
Play on a base. Ongoing: Your minions here cannot be moved or returned to your hand by other players&#039; abilities.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*This does not prevent minions from being placed, shuffled or destroyed. Deep Roots does not prevent movement caused by bases (e.g., Mushroom Kingdom) or your own abilities.&lt;br /&gt;
======1x Entangled======&lt;br /&gt;
[[File:SU1011 AwesomeLevel9000 KillerPlants20.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]&lt;br /&gt;
Play on a base. Ongoing: Minions may not be moved or returned to hands from any base where you have a minion. Destroy this card at the start of your turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*This does not prevent minions from being placed, shuffled or destroyed.&lt;br /&gt;
======2x Insta-Grow======&lt;br /&gt;
[[File:SU1011 AwesomeLevel9000 KillerPlants18.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]&lt;br /&gt;
Play an extra minion&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======1x Overgrowth======&lt;br /&gt;
[[File:SU1011 AwesomeLevel9000 KillerPlants12.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]&lt;br /&gt;
Play on a base. Ongoing: At the start of your turn, reduce the starting breakpoint of this base to 0 until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (only affects starting breakpoint, also clarified that it turns off at end of turn)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*If Overgrowth is destroyed during your turn, the breakpoint change still lasts until the end of the turn.&lt;br /&gt;
======2x Sleep Spores======&lt;br /&gt;
[[File:SU1011 AwesomeLevel9000 KillerPlants16.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]&lt;br /&gt;
Play on a base. Ongoing: Other players’ minions have -1 power here (minimum power 0).&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
===Cards - Bases===&lt;br /&gt;
======1x Secret Grove======&lt;br /&gt;
[[File:SU1011 AwesomeLevel9000 KillerPlants23.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 21 - VPs: 3 2 1 - On your turn, you may play one extra minion of power 2 or less here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
======1x The Greenhouse======&lt;br /&gt;
[[File:SU1011 AwesomeLevel9000 KillerPlants22.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 24 - VPs: 4 2 1 - After this base scores and is replaced, the winner may search their deck for a minion and play it on the replacement base.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;br /&gt;
===Card - Titan===&lt;br /&gt;
======1x Killer Kudzu======&lt;br /&gt;
[[File:SU1011 AwesomeLevel9000 KillerPlants21.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Special: At the start of your turn, if this titan is not in play, place a +1 power counter on it. On your turn, if this titan has three or more counters on it, you may play it instead of your regular minion play, keeping up to six counters on it.&lt;br /&gt;
&lt;br /&gt;
Ongoing: After this titan leaves play, shuffle up to two minions from your discard pile into your deck OR draw two cards.&lt;br /&gt;
&lt;br /&gt;
Talent: Destroy this titan to play an extra minion from your discard pile with power equal to or less than the number of +1 power counters on this titan.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional (now requires your regular minion play to be played)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
*None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Kaiju&amp;diff=3475</id>
		<title>Kaiju</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Kaiju&amp;diff=3475"/>
		<updated>2025-11-09T13:50:51Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Corrected clarifications for Oh, No!, Tiny Priestesses, and Gorgodzolla.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1043 CoverPhoto Kaiju.png|none|frame|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-kaiju Purchase the KAIJU Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
Giant monsters stomp around Tokyo, smashing countless buildings as they battle. Their amazing destructive power confounds scientists, whose greatest weaponry proves useless against them. Who can stop the massive power of a guy in a rubber suit? We know! We’ll let the precocious 10-year-old, with unexplained access to the Japanese military’s most secure facilities, talk to it!&lt;br /&gt;
&lt;br /&gt;
Kaiju are from the &#039;&#039;&#039;Big in Japan set&#039;&#039;&#039; and have a Titan card - &#039;&#039;&#039;Gorgodzolla&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: MEDIUM-HIGH ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Supporting Gorgodzolla&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;On-Base Actions That Directly Provide Power&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Very Few Minions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most titans only support the gameplay already established by the minions and actions of their faction. In contrast, Kaiju&#039;s cards literally describe the activities of Gorgodzolla and similarly enormous creatures. They Stomp, they Pick Up Busses, and have Radioactive Breath. No faction is more involved with the concept of titans than Kaiju.&lt;br /&gt;
&lt;br /&gt;
Rather than steal the limelight from the strange beast, Kaiju minions are at a minimum, at just 3. Gorgodzolla functionally replaces them, and Kaiju features 9 play-on-base actions that add power all by themselves. The way Gorgodzolla has to wait until 2 actions have been played on a base before joining there emulates the gradual devastation of bases over time. Playing him helps wreck things even more, by accruing +1_Power_Counters and drawing extra cards. &lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
Wreck havoc.&lt;br /&gt;
&lt;br /&gt;
Kaiju is a somewhat slow faction, owed partly to the imbalance between minions and actions, to Gorgodzolla&#039;s play requirements, and to the fact that he accumulates power counters. Demolish your opponents&#039; minions and actions and utilize defense to gradually build up your power until you have a winning play ready.&lt;br /&gt;
&lt;br /&gt;
Johnny is a deviously versatile card. You can use it to replay an action to a different base, or replay it onto the same base you return it from. Play Radioactive Breath on 2 bases, play Stomp twice on one base, or Tail Smash, etc. &lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
Factions focused on play-on-base actions, or that play extra actions, are great with Kaiju. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Steampunks]]&#039;&#039;&#039;: Pretty much OP. Rampant manipulation of Kaiju&#039;s play-on-base actions, as well as power, mobility, and protection. Note that the action Change in Venue returns to your hand can be replayed on the base it came from, normally unhelpful for Steampunks since only one of their play-on-base actions has an on-play ability.&lt;br /&gt;
* &#039;&#039;&#039;[[Wizards]]&#039;&#039;&#039;: Improve your action throughput.&lt;br /&gt;
* &#039;&#039;&#039;[[Mythic Greeks]]&#039;&#039;&#039;: Since Argonauts are played on bases and considered actions, they can also be considered play-on-base actions. Reap even more benefits for playing actions.&lt;br /&gt;
* &#039;&#039;&#039;Tricksters&#039;&#039;&#039;: In addition to having lots of play-on-base actions, Tricksters help you invade bases and control your opponents there.&lt;br /&gt;
* &#039;&#039;&#039;[[Dragons]]&#039;&#039;&#039;: Double base-wrecking.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Kaijookey ======&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju3.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Ongoing: This minion has +1 power for each of your actions played on this base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*Actions on minions do not count.&lt;br /&gt;
&lt;br /&gt;
====== 1x Tiny Priestesses ======&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Play or move Gorgodzolla to here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If this is used to play or move Gorgodzolla to their base, Gorgodzolla does NOT get a +1 power counter.&lt;br /&gt;
&lt;br /&gt;
====== 1x Johnny ======&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju2.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - You may return one of your actions on a base to your hand and play it here as an extra action.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 2x Kaiju Alliance ======&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju20.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
Reduce the breakpoint of all bases by 4 until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x Kaiju Conflict ======&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju15.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
Play two extra actions.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Oh, No! ======&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju11.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&#039;&#039;&#039;(Power 2) -&#039;&#039;&#039; Play on a base. Play or move Gorgodzolla to here. Ongoing: You gain +2 power here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If this is used to play or move Gorgodzolla to their base, Gorgodzolla does NOT get a +1 power counter.&lt;br /&gt;
&lt;br /&gt;
====== 2x Pick Up a Bus ======&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju12.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
Choose an action in your discard pile that can be played on a base and place it into your hand.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 3x Radioactive Breath ======&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju6.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&#039;&#039;&#039;(Power 3&#039;&#039;&#039;) - Play on a base. Destroy any number of minions here of power 2 or less. Ongoing: You gain +3 power here.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x Stomp ======&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju4.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&#039;&#039;&#039;(Power 2&#039;&#039;&#039;) - Play on a base. Reduce its breakpoint by 3 until the end of the turn. Ongoing: You gain +2 power here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Tail Smash ======&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju9.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&#039;&#039;&#039;(Power 4)&#039;&#039;&#039; - Play on a base. Destroy a minion you don’t control here of power 3 or less. Ongoing: You gain +4 power here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x The Folly of Men ======&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju14.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Play on a base. Ongoing: Your minions and other actions on this base cannot be destroyed by other players’ cards. You gain +2 power here.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Functional&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x There Goes Tokyo ======&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju17.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
If Gorgodzolla is in play, destroy its base. Move Gorgodzolla to another base and replace the destroyed base normally.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Cards immune to destruction are discarded instead, because their base left play.&lt;br /&gt;
&lt;br /&gt;
====== 1x They Say He&#039;s Got to Go ======&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju18.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
Move a titan to another base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This can move any player’s titan.&lt;br /&gt;
&lt;br /&gt;
====== 1x Wade Through the Buildings ======&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju10.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Play on a base. Destroy all other players’ actions on this base. Ongoing: You gain +4 power here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Actions on minions do not count.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Kaiju Island ======&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju22.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 22 - VPs: 4 2 1 - Titans here do not make other titans leave. Each titan here adds +3 power to its controller’s power here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If the ability is cancelled, multiple titans still stay; new titans played or moved here would trigger removing the weaker one(s).&lt;br /&gt;
&lt;br /&gt;
====== 1x Tokyo ======&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju23.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 25 - VPs: 5 3 2 - After you play an action on this base, you gain +3 power here until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Card - Titan ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Gorgodzolla ======&lt;br /&gt;
[[File:SU1043 BigInJapan Kaiju21.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
Special: Instead of your regular minion play, you may play this card on a base where you have two or more actions.&lt;br /&gt;
&lt;br /&gt;
Ongoing: After you play an action or a minion on this base, place a +1 power counter on this card.&lt;br /&gt;
&lt;br /&gt;
Ongoing: After you play an action on this base, you may draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*You may play this instead of a regular minion play whether or not you have any minions in hand. No restrictions on minion play apply to titan play.&lt;br /&gt;
*&amp;quot;Two or more actions&amp;quot; includes your actions on both the base and minions there.&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Elder_Things&amp;diff=3474</id>
		<title>Elder Things</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Elder_Things&amp;diff=3474"/>
		<updated>2025-11-03T17:02:57Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Corrected clarification for Spreading Horror&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Textbox|boxtype=important|header=This page is a work in progress!|text=Some sections may be missing or incomplete. Don&#039;t worry, ę̵̡̡̡̨̥̝͎̲̘͚̭̞̣͓̖̱̰͓̰̫̞͙̻̪̺͓͇͎̀͌̀̐́͑̆͂̿͗͗͆̄̿̀͂͘͝͝v̶̛̦̙̘͈̣̫̞͔̜̦͖̳͖̯͎̹̙̼͍̖̖̫͈̏̆͑͋̍͊̕ë̴̛̦̮͚͖̪͕̞̥̳̫̝̤͍̑̉̋͛̄̉̔̏̏̎͗̕͠ȓ̶̛̻̰̦̤͚̲͉̃̔́͛̒̑́͆͛̚y̷̡̨̤̱̹̭̳̻͍̲̥͙͇̲͉̤̤̺̳͔̝̙͈̦̤̯̼̯̅̓͗́̋͛̽̌̈́́̀̎̔̋͒̊͘͘̕͜t̵̡̢͓̤͔̠̻̺͉̤̹̞̭̹̫̩͍̹̓͜͜ͅȟ̷͈̟̭̲͉͑͋͆̍̈́̌͒̆̌̒͐͛̎̈́̄̈́͋̕i̴̡̭͔̘̯̹̤̟̳̰̠͔̬͈̩̗̣͙͕͚̘̱̙̜̟̘̓̿̉͊̉͑̓̂͂̑̆̈́̂̾̑̀̈́̕͜͜͜ṉ̵̡̧̧̧̫̹͎͓̥͙͔̥̻̯͙̊̅̾̄͑̈́̂̈́͂͋̓̂̂͆͛́̌͌̌͒̃̍͘͜g̶̩̝̩͙͕̮͔͙̩̹̗̥͊͒ ̵̡̧̧̨̟̭̞̗͍̬̬͔̠̭̖̪͚̘͇̘̮̞̺̪̈́̈́̿͐̇̐͝ͅͅͅŵ̸̡̢̧̛̼͉̝̺̤̼͎͎̙̹̖̟͉̻̻̉̂̏̀̄̒̕͝͝i̴̢̬̫̞͕̩̰͉̼̙͕͓͎̲͙̜̘̅͐̅̂̒̽̀͛̈̀͌̐̍̆̋̽̃͗̈͘͜͠ͅͅl̶̛͕͓͎̬̳̙̖͎̭̪̲̫̩̫̱̉̒̈́́̏̽̂̀͑͊̒͋̎̎̀̐̒͗̓͠ͅl̵̢̧̧̲̤̻̮̬͎̯͇͔̟͔͖͓̥̞̝̝̹̹̣̗͔̗̏͂͜ ̶͕͓͚͚̬͈̖̭̹̦̙̮̞͙̼̦̟̻̖͍̙̀͌̆̈́̽̽̉̌͒̇͋͌̐̈́̆̀̑̑͊̎̈́́̃̈̚͘̚͜͜͜b̵͖͇̬̠̤̜̮̠̉́̈́̋̆͑̿͊̓̍̀̚̚è̶̡̖͚̩̥͕̤̣̬͎̻͕̣͈̥̤̭͔̙̺̹̓̊̔̓̎̂̏̋̅̇́͌̃͂̐̍̈͘̚͜͠͝͝ͅ ̶̡̡̡̢͉̘͍͓͕̥̘̬̮̭͙̼̟̬̟̜̦͋̆̄̆̿̂͂͛̓̐̀͘̚ͅf̷̨̳̱͖͔̯̤̫̳̝̀̒̏̃͂͑́̀͛̚͘͘͜͜ͅͅi̴̳̗̩̰̓̀͂͐̄̋̾̆̿͆̀̑̄̕̚͠͝n̶̪̟̪̖͕̫̼͓̻̓͗͂̇̇͊̓̆̾̽̐͐̊͌̍̕͠e̵̡̧̨̥̠͇̟͉̠̠̱̦̻̰͇͓̬̗̯͈̹̙̺̖̖̦͐͆͗̓̂̊̽̾͑͆͆̂̈́̍̃͊̚̚͘͜͝.̵̟͈̣̩͕̻͓͚̪͍̖̥̘͖͖̦̼̣͇͎̞͎̊̂̈́̇͒̉͜͠ͅ|icon=yes}}[[File:SU1013 CoverPhoto ElderThings.png|none|frame|Illustrated by: Alex Konstad]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-elder-things Purchase the Elder Things Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
From reaches beyond space and time come these incredible horrors, bent on... bent on... well we really don’t know, do we? Every time we learn a little bit, we go nuts. Perhaps it’s the madness they cause that gives them power after all...&lt;br /&gt;
&lt;br /&gt;
Elder Things are from &#039;&#039;&#039;The Obligatory Cthulhu Set&#039;&#039;&#039; and &#039;&#039;&#039;do not&#039;&#039;&#039; have a Titan card.&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: Medium-High ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Madness&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+1 Power counters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Eldest Thing ======&lt;br /&gt;
[[File:SU1013 ObligatoryCthulhu ElderThings10.png|none|thumb|420x420px|Illustrated by: Alex Konstad]]&lt;br /&gt;
&#039;&#039;&#039;Power 10&#039;&#039;&#039; - You must either destroy two of your other minions or place this minion on the bottom of your deck. Ongoing: This minion is not affected by other players&#039; cards.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*If you cannot destroy two of your minions successfully, you must place Eldest Thing on the bottom of your deck.&lt;br /&gt;
&lt;br /&gt;
====== 2x Shoggoth ======&lt;br /&gt;
[[File:SU1013 ObligatoryCthulhu ElderThings8.png|none|thumb|420x420px|Illustrated by: Alex Konstad]]&lt;br /&gt;
&#039;&#039;&#039;Power 6&#039;&#039;&#039; - Each other player may draw a Madness card. For each other player who does not, you may destroy one of their minions here. Then, if you have less than 12 total power here, draw two Madness cards.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;12 total power here&amp;quot; includes Shoggoth&#039;s power.&lt;br /&gt;
&lt;br /&gt;
====== 3x Mi-go ======&lt;br /&gt;
[[File:SU1013 ObligatoryCthulhu ElderThings7.png|none|thumb|420x420px|Illustrated by: Alex Konstad]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Each other player may draw a Madness card. For each other player that does not, you may draw a card. If no other players drew a Madness card, you may place a +1 power counter on a minion.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 4x Byakhee ======&lt;br /&gt;
[[File:SU1013 ObligatoryCthulhu ElderThings.png|none|thumb|420x420px|Illustrated by: Alex Konstad]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Each other player with a minion here draws a Madness card.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 2x Begin the Summoning ======&lt;br /&gt;
[[File:SU1013 ObligatoryCthulhu ElderThings11.png|none|thumb|420x420px|Illustrated by: Alex Konstad]]&lt;br /&gt;
Place a minion from your discard pile on top of your deck. You may play an extra action.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Dunwich Horror ======&lt;br /&gt;
[[File:SU1013 ObligatoryCthulhu ElderThings14.png|none|thumb|420x420px|Illustrated by: Alex Konstad]]&lt;br /&gt;
Play on a minion. Ongoing: This minion has +5 power. Special: Before this base scores, this minion&#039;s controller must either draw two Madness cards or destroy this minion.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Insanity ======&lt;br /&gt;
[[File:SU1013 ObligatoryCthulhu ElderThings13.png|none|thumb|420x420px|Illustrated by: Alex Konstad]]&lt;br /&gt;
Each other player draws two Madness cards. Place this action in the box.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x Power of Madness ======&lt;br /&gt;
[[File:SU1013 ObligatoryCthulhu ElderThings18.png|none|thumb|420x420px|Illustrated by: Alex Konstad]]&lt;br /&gt;
For each other player, name an action and reveal their hand. They must discard all copies of that action and then shuffle their discard pile into their deck.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Other players&#039; discard piles are still shuffled into their decks even if this card does not force any discards.&lt;br /&gt;
&lt;br /&gt;
====== 1x Spreading Horror ======&lt;br /&gt;
[[File:SU1013 ObligatoryCthulhu ElderThings16.png|none|thumb|420x420px|Illustrated by: Alex Konstad]]&lt;br /&gt;
Each other player may discard two non-Madness cards. For each other player who does not, you may play a minion of power 3 or less from your discard pile on a different base.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;On a different base&amp;quot; means on a base that you have not already played a minion on with this ability. For example, if three other players choose to not discard cards, you can play three minions from your discard pile, but they must be on three different bases.&lt;br /&gt;
&lt;br /&gt;
====== 1x The Price of Power ======&lt;br /&gt;
[[File:SU1013 ObligatoryCthulhu ElderThings20.png|none|thumb|420x420px|Illustrated by: Alex Konstad]]&lt;br /&gt;
Each other player reveals their hand. For each Madness card revealed, place a +1 power counter on one of your minions. Special: Play before a base scores. Reveal the hands of all other players with a minion there instead.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Touch of Madness ======&lt;br /&gt;
[[File:SU1013 ObligatoryCthulhu ElderThings15.png|none|thumb|420x420px|Illustrated by: Alex Konstad]]&lt;br /&gt;
Each other player draws a Madness card. Draw a card and play an extra action.&lt;br /&gt;
&lt;br /&gt;
Errata? Yes/No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Unfathomable Goals ======&lt;br /&gt;
[[File:SU1013 ObligatoryCthulhu ElderThings17.png|none|thumb|420x420px|Illustrated by: Alex Konstad]]&lt;br /&gt;
Each other player reveals their hand. If a player reveals at least two Madness cards, play an extra minion. If at least four total Madness cards are revealed, play an extra action.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* If the minion play causes another player to draw Madness (e.g. Byakhee) the new Madness does not count as being revealed for the extra action criteria.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Antarctic Base ======&lt;br /&gt;
[[File:SU1013 ObligatoryCthulhu ElderThings21.png|none|thumb|420x420px|Illustrated by: Alex Konstad]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 24 - VPs: 5 3 2 - You may only play one minion here each turn.&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Plateau of Leng ======&lt;br /&gt;
[[File:SU1013 ObligatoryCthulhu ElderThings22.png|none|thumb|420x420px|Illustrated by: Alex Konstad]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​​Breakpoint 18 - VPs: 3 2 1 - After the first time you play a minion here each turn, you may play an extra minion here with the same name.&lt;br /&gt;
&lt;br /&gt;
Errata? Yes/No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=World_Champs&amp;diff=3464</id>
		<title>World Champs</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=World_Champs&amp;diff=3464"/>
		<updated>2025-10-31T20:33:25Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Textbox|boxtype=important|header=This page is a work in progress!|text=Some sections may be missing or incomplete. We&#039;re kicking around some ideas.|icon=yes}}[[File:SU1071 CoverPhoto WorldChamps.png|none|frame|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-world-champs Purchase the World Champs Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
Is anyone else having Déjà vu? We’ve assembled the greatest team of Smash Up favorites since... well, the last time. But this time, the lineup is even more absurd, and it was even harder to find referees with no sense of self-preservation to officiate. Is anyone else having  Déjà vu?&lt;br /&gt;
&lt;br /&gt;
World Champs are from the &#039;&#039;&#039;10th Anniversary set&#039;&#039;&#039; and &#039;&#039;&#039;do not&#039;&#039;&#039; have a Titan card.&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: Medium ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Burying&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dueling&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+1 Power counters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Sheriff ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps10.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Before this base scores, this minion may duel another player&#039;s minion here. Destroy the losing minion.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Aramis ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps9.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Ongoing: Once on your turn, after you play an action that directly affects this minion, you may play an action that directly affects this minion as an extra action.&lt;br /&gt;
&lt;br /&gt;
Errata? Yes, Wording (&amp;quot;during your turn&amp;quot; changed to &amp;quot;on your turn&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*This card can only trigger during the Play Cards phase of your turn. It cannot interact with Last Stand.&lt;br /&gt;
&lt;br /&gt;
====== 1x Stoneford ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps8.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Search your deck for an action and draw it.&lt;br /&gt;
&lt;br /&gt;
Errata? Yes, Wording (part of Vigilantes rework)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Akye The Turtle ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps6.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - You may place a card from your hand into another player’s hand to draw two cards.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Diva ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps5.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Ongoing: Once each turn, when a standard action directly affects one or more of your other minions here, you may choose this minion to be affected the same way.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Diva cannot copy effects of actions played on minions or bases, nor of actions previously played. It cannot copy an effect already copied from a third minion by another Diva etc. It can copy once per action causing the effect, not once per minion being affected. “The same way” means e.g. moving it to the same base, or giving control of it to the same player. It can copy an effect even if it does not fit the original prerequisites (e.g. “power 3 or higher”). You must choose whether to copy an effect when the action is played, not when the effect happens. If an effect has multiple parts, choose only one part to copy. The copied effect is considered to come from the original standard action causing the effect, not from the Diva etc. allowing additional affected targets.&lt;br /&gt;
&lt;br /&gt;
====== 1x Shield Maiden ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps7.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Reveal the top card of another player’s deck. If it is an action, or a minion of power 3 or less, place it into your hand. Otherwise, return it.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Cards in your hand that you do not own are still treated like your cards: you can play them normally, and you control them until they go out of play, at which point they go back to their owners. Cards you don’t own that are merely revealed in your hand or deck stay there, but if they are seen to go elsewhere they then go back to their owners, unless explicitly allowed by cards like Shield Maiden, etc.&lt;br /&gt;
&lt;br /&gt;
====== 1x Calicoin ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps3.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - You may place a +1 power counter on another minion here.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Mummy ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps2.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Special: After this base scores, you may bury this minion on another base.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording (Ongoing changed to Special)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This ability can only trigger if the Mummy is uncovered before the base finishes scoring. If you use its ability, bury it directly on a different base before the old base is discarded, without going to the discard pile or your hand first.&lt;br /&gt;
&lt;br /&gt;
====== 1x Rainbow Girl ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Your other minions here gain +1 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This does not affect minions played after this card.&lt;br /&gt;
&lt;br /&gt;
====== 1x Samurai-Chan ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps4.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Ongoing: After this minion goes to the discard pile from play, draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* A minion going to the discard pile from play includes both being discarded after scoring, and being destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Bewitched ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps18.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on a minion. Ongoing: This minion has +2 power. When this minion leaves play, transfer this action to another minion.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording (&amp;quot;If&amp;quot; changed to &amp;quot;When&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Eh? ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps16.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
After you play your first action in a turn, you may play this card as an extra action. One of your minions gains +1 power until the end of the turn, and you may place this card back into your hand instead of the discard pile.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Fast as Lightning ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps17.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Choose a minion. Until the end of the turn, it gains +2 power, and if it would go to the discard pile it is returned to its owner’s hand instead.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Fighting Spirit Prize ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps11.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Draw two cards and place two +1 power counters total on your minions.&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You place either two +1 power counters on a single minion, or one power counter each on two minions.&lt;br /&gt;
&lt;br /&gt;
====== 1x High-Speed Chase ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps20.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on a base. Talent: Transfer this action to another base to move one of your minions from here to there. That minion gains +3 power until the end of the turn.&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* The power boost is unchanged even if High-Speed Chase is destroyed.&lt;br /&gt;
&lt;br /&gt;
====== 1x It&#039;s Blitzin&#039; Time! ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps14.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
One of your minions gains +4 power until the end of the turn&lt;br /&gt;
&lt;br /&gt;
Errata? Yes, Functional (part of Mega Troopers rework)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Kaiju Conflict ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps13.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play two extra actions&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Mouse, Bird and Sausage ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps19.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Choose up to two minions of the same faction at a base to gain +2 power each until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Shark Tattoo ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps15.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on one of your minions. Place a +1 power counter on it. Ongoing: At the start of your turn, if this is your only minion here, place a +1 power counter on this minion.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Smart Set-Up ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps12.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on another player’s minion. Ongoing: After the first time each turn a minion is played here, draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Arena ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps21.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 23 - VPs: 4 3 1 - After the first time you play a minion here during your turn, you may play an extra action or draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Hall of Fame ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps22.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 20 - VPs: 4 2 1 - After the first time you play a minion here during your turn, it gains +2 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=World_Champs&amp;diff=3463</id>
		<title>World Champs</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=World_Champs&amp;diff=3463"/>
		<updated>2025-10-31T20:32:34Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Textbox|boxtype=important|header=This page is a work in progress!|text=Some sections may be missing or incomplete. We&#039;re kicking around some ideas.|icon=yes}}[[File:SU1071 CoverPhoto WorldChamps.png|none|frame|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-world-champs Purchase the World Champs Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
Is anyone else having Déjà vu? We’ve assembled the greatest team of Smash Up favorites since... well, the last time. But this time, the lineup is even more absurd, and it was even harder to find referees with no sense of self-preservation to officiate. Is anyone else having  Déjà vu?&lt;br /&gt;
&lt;br /&gt;
World Champs are from the &#039;&#039;&#039;10th Anniversary set&#039;&#039;&#039; and &#039;&#039;&#039;do not&#039;&#039;&#039; have a Titan card.&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: Medium ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Burying&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dueling&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+1 Power counters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Sheriff ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps10.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Before this base scores, this minion may duel another player&#039;s minion here. Destroy the losing minion.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Aramis ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps9.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Ongoing: Once on your turn, after you play an action that directly affects this minion, you may play an action that directly affects this minion as an extra action.&lt;br /&gt;
&lt;br /&gt;
Errata? Yes, Wording (&amp;quot;during your turn&amp;quot; changed to &amp;quot;on your turn&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*This card can only trigger during the Play Cards phase of your turn. It cannot interact with Last Stand.&lt;br /&gt;
&lt;br /&gt;
====== 1x Stoneford ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps8.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Search your deck for an action and draw it.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Akye The Turtle ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps6.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - You may place a card from your hand into another player’s hand to draw two cards.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Diva ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps5.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Ongoing: Once each turn, when a standard action directly affects one or more of your other minions here, you may choose this minion to be affected the same way.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Diva cannot copy effects of actions played on minions or bases, nor of actions previously played. It cannot copy an effect already copied from a third minion by another Diva etc. It can copy once per action causing the effect, not once per minion being affected. “The same way” means e.g. moving it to the same base, or giving control of it to the same player. It can copy an effect even if it does not fit the original prerequisites (e.g. “power 3 or higher”). You must choose whether to copy an effect when the action is played, not when the effect happens. If an effect has multiple parts, choose only one part to copy. The copied effect is considered to come from the original standard action causing the effect, not from the Diva etc. allowing additional affected targets.&lt;br /&gt;
&lt;br /&gt;
====== 1x Shield Maiden ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps7.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Reveal the top card of another player’s deck. If it is an action, or a minion of power 3 or less, place it into your hand. Otherwise, return it.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Cards in your hand that you do not own are still treated like your cards: you can play them normally, and you control them until they go out of play, at which point they go back to their owners. Cards you don’t own that are merely revealed in your hand or deck stay there, but if they are seen to go elsewhere they then go back to their owners, unless explicitly allowed by cards like Shield Maiden, etc.&lt;br /&gt;
&lt;br /&gt;
====== 1x Calicoin ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps3.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - You may place a +1 power counter on another minion here.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Mummy ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps2.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Special: After this base scores, you may bury this minion on another base.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording (Ongoing changed to Special)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This ability can only trigger if the Mummy is uncovered before the base finishes scoring. If you use its ability, bury it directly on a different base before the old base is discarded, without going to the discard pile or your hand first.&lt;br /&gt;
&lt;br /&gt;
====== 1x Rainbow Girl ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Your other minions here gain +1 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This does not affect minions played after this card.&lt;br /&gt;
&lt;br /&gt;
====== 1x Samurai-Chan ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps4.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Ongoing: After this minion goes to the discard pile from play, draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* A minion going to the discard pile from play includes both being discarded after scoring, and being destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Bewitched ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps18.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on a minion. Ongoing: This minion has +2 power. When this minion leaves play, transfer this action to another minion.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording (&amp;quot;If&amp;quot; changed to &amp;quot;When&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Eh? ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps16.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
After you play your first action in a turn, you may play this card as an extra action. One of your minions gains +1 power until the end of the turn, and you may place this card back into your hand instead of the discard pile.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Fast as Lightning ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps17.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Choose a minion. Until the end of the turn, it gains +2 power, and if it would go to the discard pile it is returned to its owner’s hand instead.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Fighting Spirit Prize ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps11.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Draw two cards and place two +1 power counters total on your minions.&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You place either two +1 power counters on a single minion, or one power counter each on two minions.&lt;br /&gt;
&lt;br /&gt;
====== 1x High-Speed Chase ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps20.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on a base. Talent: Transfer this action to another base to move one of your minions from here to there. That minion gains +3 power until the end of the turn.&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* The power boost is unchanged even if High-Speed Chase is destroyed.&lt;br /&gt;
&lt;br /&gt;
====== 1x It&#039;s Blitzin&#039; Time! ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps14.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
One of your minions gains +4 power until the end of the turn&lt;br /&gt;
&lt;br /&gt;
Errata? Yes, functional (part of Mega Troopers rework)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Kaiju Conflict ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps13.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play two extra actions&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Mouse, Bird and Sausage ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps19.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Choose up to two minions of the same faction at a base to gain +2 power each until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Shark Tattoo ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps15.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on one of your minions. Place a +1 power counter on it. Ongoing: At the start of your turn, if this is your only minion here, place a +1 power counter on this minion.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Smart Set-Up ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps12.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on another player’s minion. Ongoing: After the first time each turn a minion is played here, draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Arena ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps21.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 23 - VPs: 4 3 1 - After the first time you play a minion here during your turn, you may play an extra action or draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Hall of Fame ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps22.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 20 - VPs: 4 2 1 - After the first time you play a minion here during your turn, it gains +2 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Main_Page&amp;diff=3462</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Main_Page&amp;diff=3462"/>
		<updated>2025-10-31T20:31:27Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Added link for World Champs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Textbox|boxtype=important|header=The Smash Up wiki is a work in progress!|text=And you can help! If you have feedback you&#039;d like to give about rules, format, or other aspects of the wiki, let us know at https://www.alderac.com/customer-service. And to see the past major updates to the wiki, check the [[Update Tracker]] page.|icon=yes}}[[File:SmashUp PAUL Logo VECTOR.svg|center]]&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;color:#3e5389; margin-bottom: 2rem;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;text-align: center; display: block;&amp;quot;&amp;gt;Truly and Honestly the last Smash Up Rulebook you&#039;ll ever need!&amp;lt;/span&amp;gt;&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The Expanding Universe =====&lt;br /&gt;
From its first big bang, the Smash Up universe has expanded until none of our printed rulebooks could hold it all! So we took all those rulebooks and put them into this ever expanding, always being edited, all in one convenient, if not terribly funny wiki! &lt;br /&gt;
&lt;br /&gt;
===== How to use this wiki =====&lt;br /&gt;
If this is your first exposure to Smash Up, don’t let this ginormous wiki scare you off! The basic rules are covered in the first 1-7 links below! Use those to start with, along with any special rules for the factions you are using, as found in &#039;&#039;&#039;Faction Links&#039;&#039;&#039; below.&lt;br /&gt;
&lt;br /&gt;
As you play, you can find answers to many of your rules questions in &#039;&#039;&#039;6.&#039;&#039;&#039; &#039;&#039;&#039;Terms and Phrases&#039;&#039;&#039;, and specific card clarifications, which are found in the &#039;&#039;&#039;Faction Links&#039;&#039;&#039;. After a game or two you may enjoy reading the more &#039;&#039;&#039;7.&#039;&#039;&#039; &#039;&#039;&#039;Detailed Rules&#039;&#039;&#039; for greater enlightenment. &lt;br /&gt;
&lt;br /&gt;
If you want to more about this wiki in particular, check out the &#039;&#039;&#039;Update Tracker&#039;&#039;&#039; which lists everything that&#039;s been changed or added per week, and the &#039;&#039;&#039;How to Read a Card Entry&#039;&#039;&#039; page, which describes what each part of a card&#039;s entry in a faction page means. &lt;br /&gt;
&lt;br /&gt;
# [[Know Your Cards! (card anatomy)]]&lt;br /&gt;
# [[Game Setup]]&lt;br /&gt;
# [[The Phases of a Turn]]&lt;br /&gt;
# [[The Big Score|The Big Score (how the game ends, how to score, and how to win!)]]&lt;br /&gt;
# [[Special Cards, Counters and Other Rules|Special Cards, Counters and other Rules]]&lt;br /&gt;
# [[Terms and Phrases|Terms &amp;amp; Phrases]]&lt;br /&gt;
# [[Detailed Rules for Cards, Abilities, and Other Wackiness|Detailed Rules for Cards, Abilities, and other Wackiness]]&lt;br /&gt;
# [[Bases|List of Bases by Set]]&lt;br /&gt;
# [[List of Errata&#039;d Cards]]&lt;br /&gt;
# [[List of Factions with Titans]]&lt;br /&gt;
# [[Update Tracker]]&lt;br /&gt;
&lt;br /&gt;
===== Faction Links =====&lt;br /&gt;
Need to look up a card specific ruling? Find it fast in this alphabetized Faction list!&lt;br /&gt;
&lt;br /&gt;
* [[Action Heroes]]&lt;br /&gt;
* [[Adolescent Epic Geckos]]&lt;br /&gt;
* [[Aliens]]&lt;br /&gt;
* [[Anansi Tales]]&lt;br /&gt;
&lt;br /&gt;
* [[Ancient Egyptians]]&lt;br /&gt;
&lt;br /&gt;
* [[Ancient Incas]]&lt;br /&gt;
* [[Astroknights]]&lt;br /&gt;
* [[Backtimers]]&lt;br /&gt;
* [[Bear Cavalry]]&lt;br /&gt;
* [[Changerbots]]&lt;br /&gt;
* [[Clowns]]&lt;br /&gt;
* [[Cowboys]]&lt;br /&gt;
* [[Cyborg Apes]]&lt;br /&gt;
* [[Dinosaurs]]&lt;br /&gt;
* [[Disco Dancers]]&lt;br /&gt;
* [[Dragons]]&lt;br /&gt;
* [[Elder Things]]&lt;br /&gt;
* [[Explorers]]&lt;br /&gt;
* [[Extramorphs]]&lt;br /&gt;
* [[Fairies]]&lt;br /&gt;
* [[G.I. Gerald]]&lt;br /&gt;
* [[Geeks]]&lt;br /&gt;
* [[Ghosts]]&lt;br /&gt;
* [[Giant Ants]]&lt;br /&gt;
* [[Goblins]]&lt;br /&gt;
* [[Grannies]]&lt;br /&gt;
* [[Grimms&#039; Fairy Tales]]&lt;br /&gt;
* [[Ignobles]]&lt;br /&gt;
* [[Innsmouth]]&lt;br /&gt;
* [[Itty Critters]]&lt;br /&gt;
* [[Kaiju]]&lt;br /&gt;
* [[Killer Plants]]&lt;br /&gt;
* [[Kitty Cats]]&lt;br /&gt;
* [[Knights of the Round Table]]&lt;br /&gt;
* [[Kung Fu Fighters]]&lt;br /&gt;
* [[Luchadors]]&lt;br /&gt;
* [[Mad Scientists]]&lt;br /&gt;
* [[Magical Girls]]&lt;br /&gt;
* [[Mega Troopers]]&lt;br /&gt;
* [[Mermaids]]&lt;br /&gt;
* [[Minions of Cthulhu]]&lt;br /&gt;
* [[Miskatonic University]]&lt;br /&gt;
* [[Mounties]]&lt;br /&gt;
* [[Musketeers]]&lt;br /&gt;
* [[Mythic Greeks]]&lt;br /&gt;
* [[Mythic Horses]]&lt;br /&gt;
* [[Ninjas]]&lt;br /&gt;
* [[Pearl and the Images]]&lt;br /&gt;
* [[Penguins]]&lt;br /&gt;
* [[Pirates]]&lt;br /&gt;
* [[Polynesian Voyagers]]&lt;br /&gt;
* [[Princesses]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Rock Stars]]&lt;br /&gt;
* [[Rulers of the Cosmos]]&lt;br /&gt;
* [[Russian Fairy Tales]]&lt;br /&gt;
* [[Samurai]]&lt;br /&gt;
* [[Shapeshifters]]&lt;br /&gt;
* [[Sharks]]&lt;br /&gt;
* [[Sheep]]&lt;br /&gt;
* [[Skeletons]]&lt;br /&gt;
* [[Slashers]]&lt;br /&gt;
* [[Smash Up All Stars]]&lt;br /&gt;
* [[Star Roamers]]&lt;br /&gt;
* [[Steampunks]]&lt;br /&gt;
* [[Sumo Wrestlers]]&lt;br /&gt;
* [[Super Spies]]&lt;br /&gt;
* [[Super Heroes]]&lt;br /&gt;
* [[Teddy Bears]]&lt;br /&gt;
* [[Teens]]&lt;br /&gt;
* [[Time Travelers]]&lt;br /&gt;
* [[Tornados]]&lt;br /&gt;
* [[Tricksters]]&lt;br /&gt;
* [[Truckers]]&lt;br /&gt;
* [[Vampires]]&lt;br /&gt;
* [[Vigilantes]]&lt;br /&gt;
* [[Vikings]]&lt;br /&gt;
* [[Werewolves]]&lt;br /&gt;
* [[Wizards]]&lt;br /&gt;
* [[World Champs]]&lt;br /&gt;
* [[Wraithrustlers]]&lt;br /&gt;
* [[Zombies]]&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=World_Champs&amp;diff=3461</id>
		<title>World Champs</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=World_Champs&amp;diff=3461"/>
		<updated>2025-10-31T20:21:22Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Textbox|boxtype=important|header=This page is a work in progress!|text=Some sections may be missing or incomplete. We&#039;re kicking around some ideas.|icon=yes}}[[File:SU1071 CoverPhoto WorldChamps.png|none|frame|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-world-champs Purchase the World Champs Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
Is anyone else having Déjà vu? We’ve assembled the greatest team of Smash Up favorites since... well, the last time. But this time, the lineup is even more absurd, and it was even harder to find referees with no sense of self-preservation to officiate. Is anyone else having  Déjà vu?&lt;br /&gt;
&lt;br /&gt;
World Champs are from the &#039;&#039;&#039;10th Anniversary set&#039;&#039;&#039; and &#039;&#039;&#039;do not&#039;&#039;&#039; have a Titan card.&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: Medium ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Burying&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dueling&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+1 Power counters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Sheriff ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps10.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Before this base scores, this minion may duel another player&#039;s minion here. Destroy the losing minion.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 1x Aramis ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps9.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Ongoing: Once on your turn, after you play an action that directly affects this minion, you may play an action that directly affects this minion as an extra action.&lt;br /&gt;
&lt;br /&gt;
Errata? Yes, Wording (&amp;quot;during your turn&amp;quot; changed to &amp;quot;on your turn&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*This card can only trigger during the Play Cards phase of your turn. It cannot interact with Last Stand.&lt;br /&gt;
&lt;br /&gt;
====== 1x Stoneford ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps8.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Search your deck for an action and draw it.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Akye The Turtle ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps6.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - You may place a card from your hand into another player’s hand to draw two cards.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Diva ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps5.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Ongoing: Once each turn, when a standard action directly affects one or more of your other minions here, you may choose this minion to be affected the same way.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Diva cannot copy effects of actions played on minions or bases, nor of actions previously played. It cannot copy an effect already copied from a third minion by another Diva etc. It can copy once per action causing the effect, not once per minion being affected. “The same way” means e.g. moving it to the same base, or giving control of it to the same player. It can copy an effect even if it does not fit the original prerequisites (e.g. “power 3 or higher”). You must choose whether to copy an effect when the action is played, not when the effect happens. If an effect has multiple parts, choose only one part to copy. The copied effect is considered to come from the original standard action causing the effect, not from the Diva etc. allowing additional affected targets.&lt;br /&gt;
&lt;br /&gt;
====== 1x Shield Maiden ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps7.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Reveal the top card of another player’s deck. If it is an action, or a minion of power 3 or less, place it into your hand. Otherwise, return it.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Cards in your hand that you do not own are still treated like your cards: you can play them normally, and you control them until they go out of play, at which point they go back to their owners. Cards you don’t own that are merely revealed in your hand or deck stay there, but if they are seen to go elsewhere they then go back to their owners, unless explicitly allowed by cards like Shield Maiden, etc.&lt;br /&gt;
&lt;br /&gt;
====== 1x Calicoin ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps3.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - You may place a +1 power counter on another minion here.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Mummy ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps2.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Special: After this base scores, you may bury this minion on another base.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording (Ongoing changed to Special)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This ability can only trigger if the Mummy is uncovered before the base finishes scoring. If you use its ability, bury it directly on a different base before the old base is discarded, without going to the discard pile or your hand first.&lt;br /&gt;
&lt;br /&gt;
====== 1x Rainbow Girl ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Your other minions here gain +1 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* This does not affect minions played after this card.&lt;br /&gt;
&lt;br /&gt;
====== 1x Samurai-Chan ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps4.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - Ongoing: After this minion goes to the discard pile from play, draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* A minion going to the discard pile from play includes both being discarded after scoring, and being destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Bewitched ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps18.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on a minion. Ongoing: This minion has +2 power. When this minion leaves play, transfer this action to another minion.&lt;br /&gt;
&lt;br /&gt;
Errata: Yes, Wording (&amp;quot;If&amp;quot; changed to &amp;quot;When&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Eh? ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps16.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
After you play your first action in a turn, you may play this card as an extra action. One of your minions gains +1 power until the end of the turn, and you may place this card back into your hand instead of the discard pile.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Fast as Lightning ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps17.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Choose a minion. Until the end of the turn, it gains +2 power, and if it would go to the discard pile it is returned to its owner’s hand instead.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Fighting Spirit Prize ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps11.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Draw two cards and place two +1 power counters total on your minions.&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* You place either two +1 power counters on a single minion, or one power counter each on two minions.&lt;br /&gt;
&lt;br /&gt;
====== 1x High-Speed Chase ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps20.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on a base. Talent: Transfer this action to another base to move one of your minions from here to there. That minion gains +3 power until the end of the turn.&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* The power boost is unchanged even if High-Speed Chase is destroyed.&lt;br /&gt;
&lt;br /&gt;
====== 1x It&#039;s Blitzin&#039; Time! ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps14.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
One of your minions gains +4 power until the end of the turn&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Kaiju Conflict ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps13.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play two extra actions&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Mouse, Bird and Sausage ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps19.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Choose up to two minions of the same faction at a base to gain +2 power each until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Shark Tattoo ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps15.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on one of your minions. Place a +1 power counter on it. Ongoing: At the start of your turn, if this is your only minion here, place a +1 power counter on this minion.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Smart Set-Up ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps12.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
Play on another player’s minion. Ongoing: After the first time each turn a minion is played here, draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Arena ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps21.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 23 - VPs: 4 3 1 - After the first time you play a minion here during your turn, you may play an extra action or draw a card.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Hall of Fame ======&lt;br /&gt;
[[File:SU1071 10thAnniversary WorldChamps22.png|none|thumb|420x420px|Illustrated by: Gong Studios]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 20 - VPs: 4 2 1 - After the first time you play a minion here during your turn, it gains +2 power until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Errata? No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=Kung_Fu_Fighters&amp;diff=3460</id>
		<title>Kung Fu Fighters</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=Kung_Fu_Fighters&amp;diff=3460"/>
		<updated>2025-10-31T20:17:09Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SU1047 CoverPhoto Kung Fu.png|none|frame|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;[https://connect.forgefire.games/products/smash-up-kung-fu-fighters Purchase the Kung Fu Fighters Faction on Forgefire!]&#039;&#039; ======&lt;br /&gt;
Well, everyone was... Kung Fu Fighters have incredible martial skills that defy reality. Well, the defying reality bit was in large part due to wires... but still, they know how to dish out a beating. Kung Fu Fighters know that power flows like water, and can make it flow from minion to minion as they wish.&lt;br /&gt;
&lt;br /&gt;
Kung Fu Fighters are from the &#039;&#039;&#039;That &#039;70s Expansion set&#039;&#039;&#039; and have a Titan card: &#039;&#039;&#039;Sifu&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Complexity Level: Medium-High ======&lt;br /&gt;
&lt;br /&gt;
====== Mechanics ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Generating +1 Power Counters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moving +1 Power Counters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kung Fu Fighters focus on generating +1 power counters. Since their main counter-generator cards (Drunken Master and Lady Whirlwind) can&#039;t generate more if they already have counters on them, they rely on their other cards to transfer the counters away to start generating them again. If it&#039;s not enough, they are able to transfer the +1 power counters from any minion card, including other players&#039; minions, so they are great at weakening factions that can generate lots of +1 power counters.&lt;br /&gt;
&lt;br /&gt;
Additionally, they have several abilities that allow them to destroy several minions, especially those that are weaker than yours, thus increasing the interest of strengthening your minions while weakening your opponents&#039;. &lt;br /&gt;
&lt;br /&gt;
====== Strategy ======&lt;br /&gt;
&lt;br /&gt;
====== Synergy ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Wizards]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Time Travelers]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Mad Scientists]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Ignobles]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Vigilantes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Musketeers]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Anansi Tales]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Knights of the Round Table]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Beauty and the Beast&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Skeletons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Cards - Minions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Dragon Warrior ======&lt;br /&gt;
[[File:SU1047 That70sExpansion Kung Fu10.png|none|thumb|420x420px]]&lt;br /&gt;
&#039;&#039;&#039;Power 5&#039;&#039;&#039; - Ongoing: This minion cannot be destroyed. Talent: Transfer any number of +1 power counters from one minion to another.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 2x Lady Whirlwind ======&lt;br /&gt;
[[File:SU1047 That70sExpansion Kung Fu9.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&#039;&#039;&#039;Power 4&#039;&#039;&#039; - Talent: If this minion has no +1 power counters on it, destroy a minion here with less power to place a +1 power counter on this minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
====== 3x Drunken Master ======&lt;br /&gt;
[[File:SU1047 That70sExpansion Kung Fu7.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&#039;&#039;&#039;Power 3&#039;&#039;&#039; - Talent: If this minion has no +1 power counters on it, place a +1 power counter on it.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 4x Cricket ======&lt;br /&gt;
[[File:SU1047 That70sExpansion Kung Fu4.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&#039;&#039;&#039;Power 2&#039;&#039;&#039; - You may transfer a +1 power counter from one minion to another.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Actions ===&lt;br /&gt;
&lt;br /&gt;
====== 1x A Little Bit Frightening ======&lt;br /&gt;
[[File:SU1047 That70sExpansion Kung Fu15.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
Choose one of your minions. Destroy a minion at its base with less power to place two +1 power counters total on your minions there.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x Ancient Chinese Art ======&lt;br /&gt;
[[File:SU1047 That70sExpansion Kung Fu13.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
Play on a base. Talent: Place a +1 power counter on a minion here, OR transfer any number of +1 power counters from one minion here to another minion here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Everybody Knew Their Part ======&lt;br /&gt;
[[File:SU1047 That70sExpansion Kung Fu17.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
Choose one of your minions. Play an extra minion with less power on the same base.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Everybody was Kung Fu Fighting ======&lt;br /&gt;
[[File:SU1047 That70sExpansion Kung Fu11.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
Choose a base. Each player with a minion there destroys another player’s minion there.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* Players destroy in clockwise order starting with the current player. They may still destroy a minion even if all their own minions there are destroyed before it comes to them.&lt;br /&gt;
&lt;br /&gt;
====== 1x Expert Timing ======&lt;br /&gt;
[[File:SU1047 That70sExpansion Kung Fu12.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
Choose one of your cards. Transfer any number of +1 power counters from it to another card, and/or use a Talent on it an extra time. Special: You may play this before a base scores.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 2x Fast as Lightning ======&lt;br /&gt;
[[File:SU1047 That70sExpansion Kung Fu19.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
Choose a minion. Until the end of the turn, it gains +2 power, and if it would go to the discard pile it is returned to its owner’s hand instead.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Let&#039;s Get It On ======&lt;br /&gt;
[[File:SU1047 That70sExpansion Kung Fu16.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
Choose one of your minions. Destroy one or more minions at the same base with total power less than or equal to that minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Oh-hoh-hoh-hoah ======&lt;br /&gt;
[[File:SU1047 That70sExpansion Kung Fu18.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
Play on a base. Ongoing: After another player plays a minion here, place a +1 power counter on one of your minions.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
=== Cards - Bases ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Ancient Dojo ======&lt;br /&gt;
[[File:SU1047 That70sExpansion Kung Fu23.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakpoint 25 - VPs: 5 4 3 - After you play a minion here, place a +1 power counter on each of your minions here with less power than that minion.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
====== 1x Tournament Site ======&lt;br /&gt;
[[File:SU1047 That70sExpansion Kung Fu22.png|none|thumb|420x420px|Illustrated by: Alberto Tavira]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
​Breakpoint 19 - VPs: 2 0 0 - When this base scores, the winner gains 1VP for each player with no power here.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== Card - Titan ===&lt;br /&gt;
&lt;br /&gt;
====== 1x Sifu ======&lt;br /&gt;
[[File:SU1047 That70sExpansion Kung Fu21.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]&lt;br /&gt;
Special: On your turn, if you have two or more +1 power counters on your minions, you may play this titan and transfer two or more +1 power counters from your minions to it.&lt;br /&gt;
&lt;br /&gt;
Ongoing: When you transfer one or more +1 power counters to a minion, you may place an additional +1 power counters on that minion.&lt;br /&gt;
&lt;br /&gt;
Talent: Transfer a +1 power counter from one of your minions to another minion OR place a +1 power counter on a minion that doesn&#039;t have one.&lt;br /&gt;
&lt;br /&gt;
Errata: No&lt;br /&gt;
&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
*None&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps22.png&amp;diff=3459</id>
		<title>File:SU1071 10thAnniversary WorldChamps22.png</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps22.png&amp;diff=3459"/>
		<updated>2025-10-31T20:13:15Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps21.png&amp;diff=3458</id>
		<title>File:SU1071 10thAnniversary WorldChamps21.png</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps21.png&amp;diff=3458"/>
		<updated>2025-10-31T20:13:01Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps12.png&amp;diff=3457</id>
		<title>File:SU1071 10thAnniversary WorldChamps12.png</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps12.png&amp;diff=3457"/>
		<updated>2025-10-31T20:12:17Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Illustrated by: Gong Studios&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps15.png&amp;diff=3456</id>
		<title>File:SU1071 10thAnniversary WorldChamps15.png</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps15.png&amp;diff=3456"/>
		<updated>2025-10-31T20:11:53Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps19.png&amp;diff=3455</id>
		<title>File:SU1071 10thAnniversary WorldChamps19.png</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps19.png&amp;diff=3455"/>
		<updated>2025-10-31T20:11:22Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps13.png&amp;diff=3454</id>
		<title>File:SU1071 10thAnniversary WorldChamps13.png</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps13.png&amp;diff=3454"/>
		<updated>2025-10-31T20:10:54Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps14.png&amp;diff=3453</id>
		<title>File:SU1071 10thAnniversary WorldChamps14.png</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps14.png&amp;diff=3453"/>
		<updated>2025-10-31T20:10:06Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps20.png&amp;diff=3452</id>
		<title>File:SU1071 10thAnniversary WorldChamps20.png</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps20.png&amp;diff=3452"/>
		<updated>2025-10-31T20:09:51Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
	<entry>
		<id>https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps11.png&amp;diff=3451</id>
		<title>File:SU1071 10thAnniversary WorldChamps11.png</title>
		<link rel="alternate" type="text/html" href="https://smashup-rulebook.alderac.com/w/index.php?title=File:SU1071_10thAnniversary_WorldChamps11.png&amp;diff=3451"/>
		<updated>2025-10-31T20:09:30Z</updated>

		<summary type="html">&lt;p&gt;Krecord21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Krecord21</name></author>
	</entry>
</feed>