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====== '' | ====== ''[https://connect.forgefire.games/products/smash-up-vikings Purchase the Werewolves Faction on Forgefire!]'' ====== | ||
From howling at the moon, to cowing their pack, or ripping through town, the werewolves are here to assert their place as the alphas of Smash Up. Using their explosive power to beat down opponents, the werewolves will not relent in their drive to hunt and dominate all that stand against them. | From howling at the moon, to cowing their pack, or ripping through town, the werewolves are here to assert their place as the alphas of Smash Up. Using their explosive power to beat down opponents, the werewolves will not relent in their drive to hunt and dominate all that stand against them. | ||
Revision as of 22:42, 14 August 2025

Purchase the Werewolves Faction on Forgefire!
From howling at the moon, to cowing their pack, or ripping through town, the werewolves are here to assert their place as the alphas of Smash Up. Using their explosive power to beat down opponents, the werewolves will not relent in their drive to hunt and dominate all that stand against them.
Werewolves are from the Monster Smash set and have a Titan card: Great Wolf Spirit.
Complexity Level: Low-Medium
Mechanics
- Temporary Power Boosts
- Rewards For High Power
Werewolves are themed around temporary boosts in power (representing how werewolves only transform during the full moon). This can take many forms, boosts until the end of the turn, talent boosts each turn, and boosts as a base breaks. Because of this, Werewolves hugely favor breaking bases on their turn as that maximizes the amount of gains they have on a base. On your turn all Werewolf minions have the potential to be at 4 power (which is quite high) and exploit this by gaining many different advantages for being the most powerful minions at a base. This all together makes Werewolves particularly good at being first place at bases with the right timing.
Strategy
Werewolves are an area control faction which gains benefits for having the most power at bases, and who can activate power when they're ready to score a base. With their basic cards, Werewolves can control bases well with several destruction cards and permanent power boosts, and dare players to overtake them as they have the ability to generate more power before bases score. Their Titan, the Great Wolf Spirit, has one of the biggest synergy opportunities in the game as it lets your cards activate their Talents multiple times, including the Great Wolf Spirit itself. Any partner with a lot of Talents will benefit from Werewolves being able to double up on them, as well as from some extremely powerful cards like Marking Territory and Let The Dog Out. The main thing holding Werewolves back is a lack of extra minion plays, especially for their Howlers.
Synergy
Cards - Minions
1x Pack Alpha

Power 5 - Special: Before this base scores, each of your minions here gains +1 power until the end of the turn.
Errata? Yes/No
Clarifications:
- This does not affect minions played after this card.
2x Loup-Garou

Power 4 - Special: Before this base scores, this minion gains +2 power until the end of the turn.
Errata? Yes/No
Clarifications:
3x Teenage Wolf

Power 3 - Talent: This minion gains +1 power until the end of the turn.
Errata? Yes/No
Clarifications:
4x Howler

Power 2 - This minion gains +2 power until the end of the turn.
Errata? Yes/No
Clarifications:
Cards - Actions
2x Chew Toy

Choose one of your minions. Destroy a minion with lower power at your minion’s base.
Errata? Yes/No
Clarifications:
2x Frenzy

Each of your minions with power 4 or more gains +1 power until the end of the turn.
Errata? Yes/No
Clarifications:
- This does not affect minions played after this card.
1x Full Moon

Play on a base. Ongoing: Each of your minions here has +1 power.
Errata? Yes/No
Clarifications:
1x Leader of the Pack

Play on a minion. Talent: If this minion has the highest power here, you may play an extra action.
Errata? Yes/No
Clarifications:
- If you play this on another player’s minion and it has the highest power, you still get the benefit. You also get the benefit if the minion is tied for highest power.
1x Let the Dog Out

Choose one of your minions. Destroy any number of minions at your minion’s base whose total power is less than or equal to your minion’s power.
Errata? Yes/No
Clarifications:
1x Marking Territory

Play on a base. Ongoing: At the start of your turn, if you have more total power here than each other player, reduce this base’s breakpoint to zero.
Errata? Yes/No
Clarifications:
1x Moontouched

Play on a minion. Talent: If this minion has the highest power here, draw a card.
Errata? Yes/No
Clarifications:
- If you play this on another player’s minion and it has the highest power, you still get the benefit. You also get the benefit if the minion is tied for highest power.
1x Unstoppable

Play on a minion. Ongoing: This minion cannot be destroyed.
Errata? Yes/No
Clarifications:
Cards - Bases
1x Moot Site

Breakpoint 15 - VPs: 2 1 0 - The first minion played here each turn gains +2 power until the end of the turn.
Errata? Yes/No
Clarifications:
1x Standing Stones

Breakpoint 20 - VPs: 4 2 1 - During your turn, one of your minions here can use its Talent twice.
Errata? Yes/No
Clarifications:
- The extra use of a talent must still include its prerequisites (e.g., G.E.L.F. cannot use its talent twice since it is not on the base after the first time). A minion with two or more talents may use just one of them a second time.
Card - Titan
1x Great Wolf Spirit

Special: On your turn, if you have the most power on two or more bases, you may play this titan on one of them. Ongoing: During your turn your cards may use their talents an extra time. Talent: One of your minions gains +1 power until the end of the turn.
Errata? Yes/No
Clarifications:
- A