Story smash up card game instructions




















Each combination gives a different experience, Pirate-Aliens play very different than Pirate-Zombies, and with 8 factions in the base set there are 64 combinations to try out and every expansion set increases the options exponentially!

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When the game begins, players take turns drafting one of several faction decks. Smash Club Smash Club is how you stay connected with all the news and promotions about Smash Up, get previews of upcoming products and learn about the work behind the scenes on Smash Up!

Be sure to collect all the Smash Up expansions! Awesome Level You should not reveal your hand to other players except when required by special rules, e.

After every player has chosen their factions, gather the bases that come from the sets corresponding to the chosen factions and shuffle them together to make the base deck. You just created the base deck for this game! If you don't remember which bases come with which set, please refer to the list of Bases on this wiki.

Leave space for a base discard pile. This deck and discard pile work the same as described above for players. Before Smash Up: Munchkin , the rules only said to shuffle all the bases together to create the base deck.

Since that expansion, because there are so many factions, each one with two associated bases, shuffling all the bases together means that a player may never see the bases associated with their factions, so the rule was changed. Though the bases mostly only share a thematic connection with their matching faction, some bases incorporate gameplay elements that are useful to the factions of the same set, e.

Arguably, if you only own a few sets, you can still follow the old rule and shuffle all the bases in one big pile to create the base deck, regardless of the chosen factions. Gather all the monster cards together to form the monster deck. There are twenty monster cards in total. Shuffle them and set this deck face-down to the side within easy reach. Gather all the treasure cards together to form the treasure deck. There are twenty-two treasure cards in total.

Each of these decks has its own discard pile. These decks and their discard piles work the same as described above for players. Gather all the Madness cards together to form the Madness deck. There are thirty Madness cards in total. No need to shuffle this deck because those are thirty copies of the same card. Place this deck face-up to the side within easy reach so if one player needs one, it can be drawn or passed to them.

This deck is face-up to avoid confusion with a regular player deck and because it doesn't matter if you can see the face of the cards. Unlike the base deck and the player decks, there isn't a Madness discard pile as the only way to get rid of a Madness card is by returning it to the Madness deck.

Draw one base per player plus one more, and place them face up in the middle of the playing surface. Space out the bases so there is room to play other cards around them. Munchkin bases only: The first player draws as many monsters from the monster deck as the monster number shown on the new base and plays them there. In practice, it doesn't matter which player plays the monsters when a Munchkin base comes into play, since they don't get credit for playing monsters this way.

There is a base that has an effect when it's played Moon Dumpster. If this base is drawn during setup, it's resolved before the players have drawn their hand of five cards.

Throughout the game, bases may be discarded, but always one at a time, and will always be replaced by a new base immediately afterward. The number of bases in play is, therefore, usually constant throughout the game, though some cards may affect that number, e. Weird New Worlds , Idaho Smith. Each player draws 5 cards from the top of their deck. This forms each player's hand that they will begin the game with. If you have no minions in your starting hand, you may reveal your hand, draw 5 new cards and shuffle your old hand into your deck.

Each player can only use this rule once per game. In the original Core Set rulebook, players had to use the mulligan rule if they had an initial hand of 5 actions, but the Pretty Pretty Smash Up expansion changed this to be optional. Furthermore, up until World Tour: Culture Shock , you had to discard your old hand and would indeed start the game with 5 cards in your discard pile and 30 in your deck, compared to 0 and 35 if you did not mulligan.

The World Tour: Culture Shock expansion changed this so you shuffle your old hand into your deck instead. The first player to choose a faction is always chosen randomly, while the player to take the first turn is determined based on the aforementioned expansion-based criteria.

As with most card games, turn order is clockwise i. Phase 1 is considered as "the start of your turn" for the Current Player. Some cards are triggered by this event e. Overrun , Water Lily , Mushroom Kingdom and some abilities expire during that phase e.

Glymmer , Mind Lady. First, abilities that expire at the start of a turn all expire simultaneously as soon as the Start Turn phase starts and before any cards triggered by that phase are resolved. Next, in accordance with the Card Resolution Order , if multiple cards in play must be resolved simultaneously at the start of a turn, the Current Player decides the order.

Note that if the Current Player has any buried cards, they may uncover one and only one of them for free during that phase see Burying for more details. This also counts as an effect that can be resolved at the start of the turn and so, if they want to uncover one of their buried cards and there are abilities that are triggered by that phase, they can resolve all of those in the order they want: They can uncover their buried card first, last, or in-between resolving two triggered abilities.

During this phase, if an ability allows you to play an extra card, it must be done immediately or not at all. It cannot be saved for the Play Cards phase of your turn. See the definition of " extra ". For example, if you use Sprout 's ability to play Zapbot , you must immediately decide to play an extra minion or not.

If you do, it must be played immediately. Otherwise, the extra minion is lost. Also, during this phase, if you manage to play an extra card with an ability that triggers "at the start of your turn", it is immediately activated because it is still the Start Turn phase of your turn.

For example, if you use Sprout 's ability to play Water Lily , then Water Lily's ability immediately activates and you draw a card. Note that an exception to this is when you use a Sprout 's ability to play another Sprout. The Bigger Geekier Box rulebook provided an erratum only for this card that prevents it from triggering immediately if it's played during your Start Turn phase. Phase 2 is where most of the game is played.

These cards are referred to as "free" or "regular" cards. If you get extra minions or actions to play, they are also optional and can be played in any order unless otherwise specified. For example, if you use your free action to play They Keep Coming , you get an extra minion to play.

That extra minion can be played at any time during this phase, even before you play your free minion. However, if you don't play it during this phase, it is lost; you can't save it for the other phases of your turn, or for a future turn.

There is some confusion on whether or not you must play extra cards and if you should play them immediately. Many cards seem to take responsibility for deciding the answers to these questions with wording like "Play an extra minion Also, a peculiarity of this phase is when a card grants you an extra card, it can generally be saved for later in the same phase -- something this wiki sometimes refers to as "banking" the extra card play.

This only happens during your own Play Cards phase; in other circumstances, the extra card must always be played immediately or not at all. Check the definition of " extra " for specifics about when an extra card can be saved for later or must be played immediately or not at all.

For more information on how to play cards, please refer to the Playing Cards section of this page. During this phase, in addition to playing cards, some abilities can also be activated.

These abilities are all the Talent abilities, and some of the Base , Ongoing and Special abilities that say " on your turn ". Archmage , Ninja Acolyte , Secret Grove Talent and Ongoing abilities must be in play to be activated, but Special abilities can be activated whenever they are applicable, even from your hand e. Fan or your discard pile e. Tenacious Z. Talents and "on your turn" abilities can be activated at any time during Phase 2 of each of your turns, but only during the Phase 2 of your turns.

These abilities cannot be activated in the middle of resolving other abilities. Talents and "on your turn" abilities can only be activated once per turn as long as they are in play e.

Subterranean Lair used to be useable multiple times in a single turn, but this card's clarification received an erratum in The Bigger Geekier Box rulebook. For the Talents, some abilities allow a minion to use one of its talents an extra time e.

If multiple copies of a card give you the same Talent or "on your turn" ability, you can use it separately for each card that has it e. Classic Rocker.

If one card has several talents e. If you use a card's Talent or "on your turn" ability, and on the same turn remove the card from play and re-play it again, you can use its ability again. That is because the game doesn't keep track of the use of each individual copy of a card, and so replaying a card isn't treated as playing the same card, even though it's physically the same. This is the phase where we check whether or not some bases are ready to score.

A base is ready to score if the total power on that base is higher or equal to its breakpoint during this phase. That total power includes the total power of each player on that base, and possibly other mechanics that add power to base, such as Pinned minions.

Before that phase, it doesn't matter how much total power is each base, they will only score if they meet the requirement during this phase, and this phase only.

For example, during Phase 2 , if the total power is 22 on Mushroom Kingdom breakpoint of 20 , as long as the Current Player doesn't declare that they are done, Mushroom Kingdom doesn't score.

If the players move on to Phase 3 and the total power is still equal to 20 or higher, Mushroom Kingdom can be scored. However, if a minion on Mushroom Kingdom is moved, destroyed or returned before we move on to Phase 3, bringing down the total power below 20, we can't score Mushroom Kingdom.

Even though the total power managed to reach its breakpoint at some point during this turn, all that matters is whether or not the requirement is met during Phase 3. If you need to draw, reveal, search for, or look at a card and your deck is empty, shuffle your discard pile and put it on the table face down--that's your new deck.

Start drawing from there. This rule applies at all times of the game, not just this phase. Phase 5 is considered as "the end of your turn" for the Current Player and "the end of the turn". Note: Prior to Pretty Pretty Smash Up , there was some confusion in the rules about checking for the end of the game at the end of Phase 3. The exception to this rule is if Portal Room was scored on this turn. In that case, the normal turn order is suspended, and an extra turn or multiple extra turns occur before the player to your left takes their normal turn.

If multiple players are the winners of Portal Room, they each take an extra turn before the player to your left takes their normal turn. If you were a winner, you take your extra turn first. Then if the player to your left was a winner, they take their extra turn, and so on.

If no one was a winner of Portal Room, then the turn order is not affected. Sorry, bro - try harder next time. With eight different factions, Smash Up includes dozens of combinations to try. Pirate-Aliens play different than Ninja-Aliens, for instance.

Which will you use to smash up your opponents? Each player selects two different factions to play with. For gameplay purposes, each player is considered the owner of the factions they chose. Shuffle together your two factions to make a card deck.

If your factions have any titans, place them near your deck. This section is where you get into the sinew and gristle of the rules. Okay, that sounds kind of gross. How about The printed value is the number printed on it, unless an ability specifically changes it e.



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