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[[File:SU1068 CoverPhoto Mermaids.png|none|frame|Illustrated by: Mad Boogie Creations]] | [[File:SU1068 CoverPhoto Mermaids.png|none|frame|Illustrated by: Mad Boogie Creations]] | ||
====== '' | ====== ''[https://connect.forgefire.games/products/smash-up-mermaids Purchase the Mermaids Faction on Forgefire!]'' ====== | ||
Many an unwary sailor has fallen victim to the mesmerizing melodies of these deep-ocean denizens. Dare a kiss from one of these fishy femme-fatales, and you’ll find yourself dragged down to the inky-black. Mermaids lure minions to them from other bases and weaken them with their charm, stealing bases from under you in the wink of a beautiful eye. | Many an unwary sailor has fallen victim to the mesmerizing melodies of these deep-ocean denizens. Dare a kiss from one of these fishy femme-fatales, and you’ll find yourself dragged down to the inky-black. Mermaids lure minions to them from other bases and weaken them with their charm, stealing bases from under you in the wink of a beautiful eye. | ||
Latest revision as of 22:13, 14 August 2025

Purchase the Mermaids Faction on Forgefire!
Many an unwary sailor has fallen victim to the mesmerizing melodies of these deep-ocean denizens. Dare a kiss from one of these fishy femme-fatales, and you’ll find yourself dragged down to the inky-black. Mermaids lure minions to them from other bases and weaken them with their charm, stealing bases from under you in the wink of a beautiful eye.
Mermaids are from the 10th Anniversary set and do not have a Titan card.
Complexity Level: MEDIUM-HIGH
Mechanics
- Moving Opponents' Minions
- Decreasing Opponents' Minions' Power
Mermaids charm your opponent's minions to move them between bases, decrease their power, and even take control of weaker-willed (i.e. power 3 or less) ones.
Strategy
Synergy
- Pirates: The original movement faction can help Mermaids gather minions right where they want them. Shipwreck Cove is great for increasing the power of First Mates, as its transfer special mirrors their movement specials. The Pirates' destruction effects aren't quite as useful to the Mermaids, though Becalmed Shores can pull power 3 minions into Cannon or Broadside Range if desired.
- Dragons: Dragons get effects like Hatchling and Imperial Dragon that trigger after another player's minion moves to their base, making Mermaids great for luring said minions right into the Dragons' ambush.
- Sharks: Mermaid movement can lure minions right into a Shark feeding frenzy. Becalmed Shores belie the danger of Great Whites and Megalodon lurking for prey.
- Tornadoes: The most movement-happy faction by far. Like Pirates, Tornados can help mermaids get minions right where they want them, and Mermaids' power adjusting effects in turn can help Tornados.
- Ignobles: Mermaids love a Captive Audience, and what easier way to build one up than with minions that you give to other players?
- Sheep: Sheep like to follow minions that move, and Mermaids are good at moving other players' minions.
Cards - Minions
1x Mermaid Queen

Power 5 - Move another player’s minion to here or choose a minion here. If it has 3 or less power, take control of it until the end of the turn.
Errata? Yes/No
Clarifications:
2x Temptress

Power 4 - Ongoing: If one or more minions of other players have moved to here during this turn, this minion has +2 power until the end of the turn.
Errata? Yes/No
Clarifications:
3x Charmer

Power 3 - Talent: You may move this minion to another base. Then you may move another player’s minion of power 3 or less to this minion’s base.
Errata? Yes/No
Clarifications:
4x Siren

Power 2 - Ongoing: Other players’ minions here add 1 less power to their controller’s total.
Errata? Yes/No
Clarifications:
Cards - Actions
1x Becalmed Shores

Play on a base. Ongoing: Other players’ minions here have -1 power. Talent: Transfer this action to another base.
Errata? Yes/No
Clarifications:
2x Captive Audience

Choose a base. One of your minions there gains +1 power until the end of the turn for each minion there you don’t own. Play an extra action. Errata? Yes/No
Clarifications:
2x Charmed

Choose a minion of power 3 or less. You may move it to another base where you have a minion. It doesn’t add its power to its controller’s total until the end of the turn. Play an extra action.
Errata? Yes/No
Clarifications:
1x Desert Island

Play on a base. Ongoing: Minions here do not add their power to their controllers’ totals. Destroy this card at the start of your turn.
Errata? Yes/No
Clarifications:
1x Shipwreck Cove

Play on a base. Ongoing: Your minions here each have +1 power. Special: After this base scores, you may transfer this card to another base.
Errata? Yes/No
Clarifications:
1x Siren Song

Choose a base. Move one of each other player’s minions there to one other base where you have a minion.
Errata? Yes/No
Clarifications:
1x Toll Bay

Choose a base. Draw a card for each other player’s minion there.
Errata? Yes/No
Clarifications:
1x Ultimate Song

Choose a base where you have a minion. Each other player must play a minion there of power 3 or less as an extra minion or reveal a hand with no such minions. Cancel those minions’ abilities until the end of the turn. You may play an extra minion there and/or an extra action.
Errata? Yes/No
Clarifications:
Cards - Bases
1x Mermaid Pool

Breakpoint 23 - VPs: 4 2 1 - On your turn, if you have a minion here, you may move another player’s minion to here.
Errata? Yes/No
Clarifications:
1x Mermaid Reef

Breakpoint 17 - VPs: 3 1 1 - During your turn, other players’ minions here add 1 less power to their controller’s total.
Errata: None
Clarifications:
- None