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[[File:SU1057 CoverPhoto Mounties.png|none|frame|Illustrated by: Victor Corbella]] | [[File:SU1057 CoverPhoto Mounties.png|none|frame|Illustrated by: Victor Corbella]] | ||
====== '' | ====== ''[https://connect.forgefire.games/products/smash-up-minions-of-cthulhu Purchase the Mounties Faction on Forgefire!]'' ====== | ||
Turn of the century Canada *cue silent film piano*... the Great White North is protected by the noble Mounties and their... battle moose! The Mounties always get their man, no matter how devious, all while upholding the noble demeanor of Canada. They like to be around others, and it’s not just friendliness -- they are gathering their strength to take over. | Turn of the century Canada *cue silent film piano*... the Great White North is protected by the noble Mounties and their... battle moose! The Mounties always get their man, no matter how devious, all while upholding the noble demeanor of Canada. They like to be around others, and it’s not just friendliness -- they are gathering their strength to take over. | ||
Latest revision as of 22:16, 14 August 2025

Purchase the Mounties Faction on Forgefire!
Turn of the century Canada *cue silent film piano*... the Great White North is protected by the noble Mounties and their... battle moose! The Mounties always get their man, no matter how devious, all while upholding the noble demeanor of Canada. They like to be around others, and it’s not just friendliness -- they are gathering their strength to take over.
Mounties are from the World Tour: International Incident set and do not have a Titan card.
Complexity Level: LOW-MEDIUM
Mechanics
- Moving Minions For Power Boosts
The Mounties have two major mechanics: movement and power boost. Most of their movement abilities are limited to moving to bases where another player already has a minion and their power boost sometimes have a requirement of moving your minion first or there having other players' minions on their base.
Strategy
Synergy
- Zombies
- Steampunks
- Tornados
- Ignobles
- Sumo Wrestlers
- Polynesian Voyagers
- Ultimates
- Knights of the Round Table
- Wreck-It Ralph
- Sheep
Cards - Minions
1x Mountie Major

Power 4 - Ongoing: This minion has +1 power for each minion here controlled by the other player with the most minions here.
Errata? Yes/No
Clarifications:
2x Northern Mover

Power 4 - Talent: Choose one of your other minions. Move it to another base, OR give it +1 power until the end of the turn.
Errata? Yes/No
Clarifications:
3x War Canuck

Power 3 - Talent: If there is another player’s minion here, this minion gains +2 power until the start of your next turn.
Errata: Yes, Functional
Clarifications:
4x Dudlee

Power 2 - Talent: Move this minion to a base with another player’s minion to give this minion +1 power until the end of the turn.
Errata? Yes/No
Clarifications:
Cards - Actions
1x Always Get Our Man

Move one of your minions to a base with another player’s minion with less power to destroy that minion at the end of the turn.
Errata? Yes/No
Clarifications:
1x Battle Moose

Play on one of your minions. Ongoing: Your minions here cannot be destroyed by other players’ cards. Errata? Yes/No
Clarifications:
1x Bring 'Em In

Play on a minion. Ongoing: After this minion moves to another base, place a +1 power counter on it.
Errata? Yes/No
Clarifications:
1x Eh?

Special: 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.
Errata? Yes/No
Clarifications:
1x Haich-Q

Play on a base. Ongoing: Each of your minions here has +1 power. Talent: Move one of your minions to or from this base.
Errata? Yes/No
Clarifications:
2x Move Aboot

Choose a base with another player’s minion. Move one of your minions from another base to there to give it +2 power until the end of the turn.
Errata? Yes/No
Clarifications:
2x Power Poutine

Choose a base. Up to two of your minions there each gain +2 power until the end of the turn.
Errata? Yes/No
Clarifications:
1x When Calls the Badge

Place a +1 power counter on each of your minions on one base. Special: Play before a base scores.
Errata: Yes, Functional
Clarifications:
Cards - Bases
1x Great White North, Eh?

Breakpoint 21 - VPs: 2 3 1 - Before this base scores, each player may move one of their minions from here to another base and give it +1 power until the end of turn.
Errata? Yes/No
Clarifications:
- Players choose whether to use the base ability in turn order starting with the current player.
1x Strategic Syrup Reserve

Breakpoint 23 - VPs: 4 2 1 - After you play a minion here, you may move another player’s minion to here from a base where you have a minion.
Errata? Yes/No
Clarifications: