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by Cal Friedman

Goblins

Revision as of 00:24, 8 July 2025 by Cal Friedman (talk | contribs) (Created page with "none|frame|Illustrated by: REPLACE NAME ====== ''<s>Purchase the Goblins Faction on Forgefire!</s> (link coming soon)'' ====== Goblins bring chaos, insanity, silliness... in a semi-controlled way. Goblins use coin flips to... wait, no, don't go to another faction, listen! They have ways of manipulating their coin flips, and many times either result is good. You don't get to be the boss of a mob of insane pyromaniacs without some leve...")
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Illustrated by: REPLACE NAME
Purchase the Goblins Faction on Forgefire! (link coming soon)

Goblins bring chaos, insanity, silliness... in a semi-controlled way. Goblins use coin flips to... wait, no, don't go to another faction, listen! They have ways of manipulating their coin flips, and many times either result is good. You don't get to be the boss of a mob of insane pyromaniacs without some level of control...

Goblins are from the Smash Up Goblins set and do not have a Titan card.

Complexity Level: Medium-High
Mechanics
  • Coin Flips

Goblins have a lot of cards that have you play heads or tails in order to determine their outcome, making this a seemingly very random faction to play with. Overall, both heads and tails results can be desirable. Heads tend to give you the better outcomes, most often +1 power counters. On the other hand, tails give you good or bad outcomes depending on the card--bad most often being the card doing nothing at all.

To mitigate that randomness, Goblins provide you with Diviners and Make Your Own Luck, a total of four cards you can use to change the result of a coin you're flipping if you don't get what you want.

Finally, Chaos Lord and Goblin Recruiters are two cards that trigger on you flipping coins, giving you additional effects on both heads and tails results, making good outcomes even better or balancing a bad outcome.

Strategy
Synergy

Cards - Minions

1x Chaos Lord

Power 5 - Ongoing: When you flip a coin, if it was heads, place a +1 power counter on one of your minions; if tails, draw a card then discard a card.

Errata? Yes/No

Clarifications:

2x Diviner

Power 4 - Ongoing: Once per turn, immediately after you flip a coin you may discard a card to change its result. The first time each turn you flip a coin, draw a card.

Errata? Yes/No

Clarifications:

3x Blaster

Power 3 - Special: Before this base scores, flip a coin. If heads, you may give this minion +2 power until the end of the turn. If tails, you may move this minion to another base.

Errata? Yes/No

Clarifications:

4x Gobbo

Power 2 - Flip a coin for each Gobbo in play (including this one). For each heads, place a +1 power counter on this minion.

Errata? Yes/No

Clarifications:

Cards - Actions

1x "Magic" Helmet

Play on your minion. Ongoing: This minion has +4 power. Before this base scores, flip a coin. If tails, destroy this minion.

Errata? Yes/No

Clarifications:

2x A Little Help

Flip a coin. If heads, you may play an extra minion. If tails, you may play two extra actions.

Errata? Yes/No

Clarifications:

1x Bushwacking

Choose a minion and flip a coin. If heads, destroy the minion. If tails, move it to another base.

Errata? Yes/No

Clarifications:

1x Demolition

Flip three coins. For each heads, place a +1 power counter on one of your minions. For each tails, you may destroy an action on a base or on a minion.

Errata? Yes/No

Clarifications:

1x Goblin Recruiters

Play on a base. Ongoing: When you flip a coin, if it was heads, draw a card; if tails, you may shuffle a card from your discard pile into your deck.

Errata? Yes/No

Clarifications:

1x He Who Smelt It

Choose a minion and flip a coin. If heads, place a +1 power counter on that minion and you may choose another minion and flip again. If tails, you may play an extra action.

Errata? Yes/No

Clarifications:

2x Make Your Own Luck

Special: Play immediately after you flip a coin. Change its result.

Errata? Yes/No

Clarifications:

1x Revving Up

Choose a base. Flip a coin for each of your minions there. For each heads, place a +1 power counter on that minion. For each tails, that minion gains +2 power until the end of the turn.

Errata? Yes/No

Clarifications:

Cards - Bases

1x Goblin Caves


Breakpoint 17 - VPs: 3 1 1 - After this base scores, each player with a minion here may flip a coin. If heads, they gain 1 VP. If tails, they discard two cards.

Errata? Yes/No

Clarifications:

1x Goblin Town


​Breakpoint 21 - VPs: 4 2 1 - After you play a minion here, flip a coin. If heads, place a +1 power counter on that minion.

Errata? Yes/No

Clarifications: