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[[File:SU1002 CoverPhoto Dinosaurs.png|none|frame|Illustrated by: Saliym McCullin]] | [[File:SU1002 CoverPhoto Dinosaurs.png|none|frame|Illustrated by: Saliym McCullin]] | ||
======'' | ======''[https://connect.forgefire.games/products/smash-up-dinosaurs Purchase the Dinosaur Faction on Forgefire!]''====== | ||
If there's one thing dinosaurs know how to do... actually, with a brain the size of a walnut, they don't really know how to do anything. But they are big. And—holy cats!—someone gave them lasers! | If there's one thing dinosaurs know how to do... actually, with a brain the size of a walnut, they don't really know how to do anything. But they are big. And—holy cats!—someone gave them lasers! | ||
Revision as of 20:33, 14 August 2025

Purchase the Dinosaur Faction on Forgefire!
If there's one thing dinosaurs know how to do... actually, with a brain the size of a walnut, they don't really know how to do anything. But they are big. And—holy cats!—someone gave them lasers!
Dinosaurs are from the Core (Base game) set and have a Titan card - Fort Titanosaurus.
Complexity Level: Low
Mechanics
- Big Minions
- Embiggening Said Minions
Dinosaurs are one of the simplest factions in the game. Their main strength is literally their strength. The abilities of their minions (or lack thereof) augment themselves with extra power. Their actions do the same, along with capitalizing on their minions' high power and protecting those few and powerful minions. They don't mess around with extra card draws and plays, tricks, surprises, or special techniques, just raw domination.
Strategy
Dinosaurs are great at laying down a ton of direct and immediate power on bases. This raw power tends to keep Dinosaurs safe, since many effects can only target minions up to a maximum power. Even so, each minion does a lot of heavy lifting, so you will want to make sure they stick around to win you bases. Armor Stego is definitely one of these, as it gets bonus power on your opponent's turns to preserve your dominance.
Speaking of preserves, the action Wildlife Preserve helps keep your minions safe from harm, as well as discarding actions that were played on your minions. Use Tooth and Claw... and Guns to safeguard a minion from one instance of any manner of effect.
The actions that boost your power are mostly temporary, so you should save them until they break and win you a base. Your partner faction can offer the extra action plays to capitalize on this bonus power with actions like Survival of the Fittest. Technically, Laseratops' ability also capitalizes on high power minions. It is a mandatory non-specific destruction, so if no others are present, it will target your own minions. All Dinosaurs, at least, are safe from its effects.
Synergy
Dinosaurs mainly have their raw power to offer their teammates, ideal for those who manipulate that power to further ends. Most of the time, the other faction provides support while Dinosaurs dominate the show, but when the partner has strong power as well, Dinosaurs build on them.
- Itty Critters: Straightforward power plays are Dinosaurs' forte, but in the hands of seasoned trainers, they become devious juggernauts. Coach and Evolve your team to send forth King Rex whenever you please, and easily maneuver your War Raptors.
- Ninjas: They appreciate Dinosaurs' immediate bursts of power for their quick moves. King Rex and Armor Stego are prime candidates to win bases with Hidden Ninja, and you can swap in double War Raptors. Ninjas have a decent amount of power as well.
- Elder Things: Shoggoths become easy to bring onto the field with the support of Augmentation, Armor Stego, and King Rex. If you're lucky enough to have Rampage and Elder Thing available, you can one-shot most bases all by yourself, but Dinosaurs don't help you much in summoning the monster.
- Bear Cavalry: With large amounts of power, protection, and destruction of their own, Bear Cavalry are an excellent partner for Dinosaurs, and safe from Laseratops. Boost your Cub Scouts and Polar Commandos to dominate the bases.
- Wizards: The extra actions provide you a lot of options, like Summon double War Raptors, or chain power boosts together to smash down bases and make the most of Sacrifice. Wizard minions don't have a lot of power for you to work with, though.
Cards - Minions
1x King Rex

Power 7 - (no ability)
Errata? Yes/No
Clarifications:
- The ability is deliberately blank. (What, do you think King Rex isn't strong enough already?)
2x Lasertops

Power 4 - Destroy a minion of power 2 or less on this base
Errata? Yes/No
Clarifications:
3x Armor Stego

Power 3 - Ongoing: has +2 power during other players' turns
Errata? Yes/No
Clarifications:
4x War Raptor

Power X - Gains +1 Power for each War Raptor on this base (including this one)
Errata? Yes/No
Clarifications:
- A War Raptor's power is 2 when in hand, deck, or discard pile, and only changes to 3 after it's on a base.
Cards - Actions
2x Augmentation

One minion gets +4 power until the end of your turn.
Errata? Yes/No
Clarifications:
- If played during another player's turn, the effect lasts until the end of your next turn.
- Augmentation only affects minions currently in play, not any future minions played later in the turn. (The dinosaurs haven't broken the space time continuum that much.)
2x Howl

Each of your minions gains +1 power until the end of your turn.
Errata? Yes/No
Clarifications:
- If played during another player's turn, the effect lasts until the end of your next turn.
- Howl only affects minions currently in play, not any future minions played later in the turn. (The dinosaurs haven't broken the space time continuum that much.)
1x Natural Selection

Choose one of your minions on a base. Destroy a minion there with less power than yours.
Errata? Yes/No
Clarifications:
1x Rampage

Reducte the breakpoint of a base by the power of one of your minions on that base until the end of the turn.
Errata? Yes/No
Clarifications:
- Use the minion's current power. If the minion's power is then changed after playing Rampage, the breakpoint reduction remains the same as when it was played - it is not reevaluated if the minion's power changes.
1x Survival of the Fittest

Destroy the lowest-power minion (you choose in case of a tie) on each base with a higher-power minion.
Errata? Yes/No
Clarifications:
1x Tooth and Claw...and Guns

Play on a minion. Ongoing: This minion is not affected by other players' cards
Errata? Yes
Clarifications:
1x Upgrade

Play on a minion. Ongoing: This minion has +2 power.
Errata? Yes/No
Clarifications:
1x Wildlife Preserve

Play on a base. Ongoing: Your minions here are not affected by other players' actions.
Errata? Yes/No
Clarifications:
- Discard any actions controlled by other players that have been already played on your minions.
Cards - Bases
1x Jungle Oasis

Breakpoint 12 - VPs: 2 0 0 - (no ability)
Errata? Yes/No
Clarifications:
- The ability is intentionally blank.
1x Tar Pits

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 owners' deck instead.
Errata? Yes/No
Clarifications:
- The minions are placed by their owners.
Card - Titan
1x Fort Titanosaurus

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.
Errata? Yes/No
Clarifications: