
Purchase the Astroknights Faction on Forgefire!
Quite a while back, in a grouping of stars not close to here, the Astroknights protected the various species of the galaxy! Boosting their strength, speed and skill with the incredible powers of the Fours, they were the equal of armies. But now their time is past, and darkness reigns. Will a rag-tag ragtag group of heroes be able to defeat a massive juggernaut of an imperium and restore freedom? Hey, it’s a space opera—of course they will!
Astroknights are from the Cease and Desist set and do not have a Titan card.
Complexity Level: Low-Medium
Mechanics
- Power-Increasing Actions
- Ten Unique Minions
The power of the Fours is represented in multiple ways. It's a subtle thing, but often Astroknight power lands on even numbers (such as 4). Think about the rest of the ways, and decide for yourself whether they are worthy of the power of the Fours.
The Astroknights' main focus is actions that directly increase a minion's power. Out of their 10 actions, they have 6 that count as such. They also have a couple minions that directly increase minion power. This begs the question, what does it mean for a minion to have increased power? Or the difference between that and +1 power counters, and abilities that destroy, move, return, etc.? Take note that despite coming from a galaxy with such weapons as lightsabers and plasma blasters, Astroknights have no way to destroy minions. Such abilities are often significant, but in the end, power is what you need to win games of Smash Up.
The Fours is sometimes called space magic, having a distinctly spiritual quality. Space Knights can see things before they happen, rearranging the top of your deck and drawing and playing actions that no one else believed was there. Astroknights can turn games in unexpected directions.
Strategy
Similar to Wizards, Astroknights are biased toward playing extra actions, but further specify that they must directly increase the power of your minions. Thus these actions must be reserved for opportune moments, even more so because they often only last until the end of the turn. At other times it may be better to just play a minion or do nothing during your turn.
Astroknights have the potential for immense card draw. This relies on your minions remaining in play, so your opponents can deny you or you may need the minions to break a base, only allowing use on that turn. Pupoks' talent hinges on you having VPs to lose, so if you have none, the ability fails.
Synergy
Factions with actions that directly increase minion power are obviously good choices. Most have no more than 1 or 2, but a few are completely stuffed with them.
- Dinosaurs
- Shapeshifters
- Kitty Cats
- Changerbots
- Itty Critters
- Disco Dancers
- Musketeers
- Hydra
- Mulan
- Rulers of the Cosmos
Cards - Minions
1x Space Knight

Power 5 - Talent: Reveal the top three cards of your deck. You may draw one action from the revealed cards. Return the rest in any order.
Errata: No
Clarifications:
- None
1x Scoundrel

Power 4 - Talent: Move this minion and another one of your minions here to another base.
Errata: No
Clarifications:
- You can use its talent if you have no other minions at its base.
1x Space Prince

Power 4 - Talent: Play an extra action that directly increases the power of one of your minions.
Errata: No
Clarifications:
- A card directly increases power if it gives it “+N power”, or places a +1 power counter, 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. This refers to actions that target cards already in play.
1x Walking Carpet

Power 4 - Special: Before this base scores, if you are not winning, you may play an action that directly increases the power of this minion.
Errata: No
Clarifications:
- A card directly increases power if it gives it “+N power”, or places a +1 power counter, 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. This refers to actions that target cards already in play.
1x Alien Guru

Power 2 - Ongoing: Once per turn, after you play an action that directly increases a minion’s power, you may also place a +1 power counter on it.
Errata: No
Clarifications:
- If the action increases the power of more than one minion, choose one of them to get the power counter.
- A card directly increases power if it gives it “+N power”, or places a +1 power counter, 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. This refers to actions that target cards already in play.
1x Annoying Alien

Power 2 - Talent: Name a minion. All minions here with that name get -2 power until the start of your next turn.
Errata: No
Clarifications:
- None
1x Astro Robot

Power 2 - You may destroy an action played on this base or on a minion here
Errata: Yes, Functional (optional instead of mandatory)
Clarifications:
- None
1x Mannersbot

Power 2 - Talent: Reveal the top card of your deck. If it is an action, draw it, otherwise return it.
Errata: No
Clarifications:
- None
1x Pupoks

Power 2 - Talent: Lose 1 VP to reveal the top three cards of your deck and draw them. You may play one of them as an extra card.
Errata: No
Clarifications:
- None
1x Ghost Knight

Power 0 - Ongoing: This minion cannot be destroyed. Your other minions here have +2 power.
Errata: No
Clarifications:
- None
Cards - Actions
2x Block the Probe

Choose a minion. It gains +2 power until the end of the turn. Special: You may play this card before a base scores.
Errata: No
Clarifications:
- None
1x Hidden Base

Play on a base. Ongoing: At the start of your turn, if you have a minion here, draw a card.
Errata: No
Clarifications:
- None
1x It's a Trap!

Special: Before a base scores, reveal cards from your deck until you reveal an action. You may draw it or play it immediately. Shuffle the unused cards into your deck.
Errata: No
Clarifications:
- None
2x Laser Sword

Play on a minion. Ongoing: This minion has +2 power and is not affected by other players’ minions.
Errata: Yes, Functional
Clarifications:
- None
1x Prepare for Battle

Reveal the top three cards of your deck. Draw two of them and return the other to the top or bottom of your deck.
Errata: Yes, Functional
Clarifications:
- None
1x Recycle the Trash

Shuffle up to two actions from your discard pile into your deck.
Errata: No
Clarifications:
- None
1x Use the Fours

One of your minions gains +4 power until the end of the turn.
Errata: No
Clarifications:
- None
1x Yield to Rage

One of your minions gains +2 power until the end of the turn. Play an extra action.
Errata: No
Clarifications:
- None
Cards - Bases
1x Hive of Scum and Villainy

Breakpoint 18 - VPs: 4 2 1 - After the first time each turn that you play an action that directly increases the power of one of your minions here, draw a card.
Errata: No
Clarifications:
- A card directly increases power if it gives it “+N power”, or places a +1 power counter, 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. This refers to actions that target cards already in play.
1x No-Moon

Breakpoint 25 - VPs: 5 3 3 - Before this base scores, destroy a random other base (replace it normally).
Errata: Yes, Wording
Clarifications:
- None