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The bases are what the game is played on. There are 3-5 bases in play depending on the number of players. The number of bases is the number of players plus one. Each set comes with two bases for each faction, although the connection between factions and bases is strictly thematic and sometimes even debatable. An easy way to distinguish which bases to which faction (to solve this issue) is to compare the design of the bases and factions. Unlike faction text, base text does not use the unique font found on the accompanying faction, but does share the same color scheme. Otherwise, you can refer to the pages of the different factions on this wiki or to the list below.

Each base has a breakpoint written in the top-left corner. When the combined total of power of all minions on the base equals or exceeds the breakpoint during Phase 3 of the current player's turn, the base scores. See Phase 3 for how this works.

Each base has three large numbers written on it across the middle. These numbers are the VP rewards for the players with the most, second-most, and third-most power there, respectively, when the base scores. Any player with the fourth-most power gets nothing. See also Phase 3 for how to resolve ties in power.

After a base is scored, the base is put into the base discard pile and a new base is drawn from the base deck to take its place. Therefore, there are always the same number of bases in play at all times.

At the bottom of each base is written the base's ability. The rulebook describes the ability as "sort of a combination of Special, Ongoing, and Awesome.", but really it's just Ongoing. (The exception is Jungle Oasis, which has no ability.)

Cards Edit

Core Set Edit

Aliens

  • The Homeworld - breakpoint 23 - VPs: 4 2 1 - After each time a minion is played here, its owner may play an extra minion of power 2 or less. FAQ
  • The Mothership - breakpoint 20 - VPs: 4 2 1 - After this base scores, the winner may return one of his or her minions of power 3 or less from here to his or her hand. FAQ

Dinosaurs

  • Jungle Oasis - breakpoint 12 - VPs: 2 0 0 - (no ability) FAQ
  • Tar Pits - breakpoint 16 - VPs: 4 3 2 - After each time a minion is destroyed here, place it at the bottom of its owner’s deck. FAQ

Ninjas

  • Ninja Dojo - breakpoint 18 - VPs: 2 3 2 - After this base scores, the winner may destroy any one minion. FAQ
  • Temple of Goju - breakpoint 18 - VPs: 2 3 2 - After this base scores, place each player’s highest power minion here on the bottom of its owner’s deck. FAQ

Pirates

  • The Grey Opal - breakpoint 17 - VPs: 3 1 1 - After this base scores, all players other than the winner may move a minion from here to another base instead of the discard pile. FAQ
  • Tortuga - breakpoint 21 - VPs: 4 3 2 - The runner up may move one of his or her minions to the base that replaces this base. FAQ

Robots

  • Factory 436-1337 - breakpoint 25 - VPs: 2 2 1 - When this base scores, the winner gains 1 VP for every 5 power that player has here. FAQ
  • The Central Brain - breakpoint 19 - VPs: 4 2 1 - Each minion here has +1 power. FAQ

Tricksters

  • Cave of Shinies - breakpoint 23 - VPs: 4 2 1 - After each time a minion is destroyed here, its owner gains 1 VP. FAQ
  • Mushroom Kingdom - breakpoint 20 - VPs: 5 3 2 - At the start of each player’s turn, that player may move one other player’s minion from any base to here. FAQ

Wizards

  • School of Wizardry - breakpoint 20 - VPs: 3 2 1 - After this base scores, the winner looks at the top three cards of the base deck, chooses one to replace this base, and returns the others in any order. FAQ
  • The Great Library - breakpoint 22 - VPs: 4 2 1 - After this base scores, all players with minions here may draw one card. FAQ

Zombies

  • Evans City Cemetery - breakpoint 20 - VPs: 5 3 2 - After this base scores, the winner discards his or her hand and draws five cards. FAQ
  • Rhodes Plaza Mall - breakpoint 24 - VPs: 0 0 0 - When this base scores, each player gains 1 VP for each minion that player has here. FAQ

Awesome Level 9000 Edit

Bear Cavalry

  • Field of Honor - breakpoint 18 - VPs: 3 2 1 - When one or more minions here are destroyed, the player who destroyed them gains 1 VP. FAQ
  • Tsar’s Palace - breakpoint 22 - VPs: 5 3 2 - Minions of power 2 or less cannot be played here. FAQ

Ghosts

  • Haunted House - breakpoint 18 - VPs: 4 3 2 - After a player plays a minion here, that player must discard a card. FAQ
  • The Dread Gazebo - breakpoint 20 - VPs: 4 2 1 - Players cannot play actions on this base. FAQ

Killer Plants

  • Secret Grove - breakpoint 21 - VPs: 3 2 1 - On your turn, you may play one extra minion of power 2 or less here. FAQ
  • The Greenhouse - breakpoint 24 - VPs: 4 2 1 - The winner may search his or her deck for a minion and play it on the base that replaces this one. FAQ

Steampunks

  • Inventor’s Salon - breakpoint 22 - VPs: 4 2 1 - The winner may take an action from his or her discard pile and place it in his or her hand. FAQ
  • Workshop - breakpoint 20 - VPs: 4 2 1 - When a player plays an action card on this base, that player may play an extra action. FAQ

The Obligatory Cthulhu Set Edit

Elder Things

  • Antarctic Base - breakpoint 24 - VPs: 5 3 2 - Players cannot play more than one minion on this base each turn. FAQ
  • Plateau of Leng - breakpoint 18 - VPs: 3 2 1 - After the first time a player plays a minion here each turn, they can play an extra minion of the same name here. FAQ

Innsmouth

  • Innsmouth - breakpoint 23 - VPs: 5 3 2 - After each time a minion is played here, its owner may place one card from any player’s discard pile on the bottom of their deck. FAQ
  • Ritual Site - breakpoint 20 - VPs: 4 2 2 - After this base scores, all minions on it are shuffled into their owners’ decks instead of their discard piles. FAQ

Minions of Cthulhu

  • Mountains of Madness - breakpoint 20 - VPs: 6 4 3 - After each time a minion is played here, its owner draws a Madness card. FAQ
  • R’lyeh - breakpoint 18 - VPs: 4 2 1 - At the start of each player’s turn, that player may destroy one of their minion’s here. If they do, they gain 1 VP. FAQ

Miskatonic University

  • Asylum - breakpoint 16 - VPs: 3 1 1 - After each time a minion is played here, its owner may return a Madness card from their hand to the Madness deck. FAQ
  • Miskatonic University - breakpoint 24 - VPs: 3 3 2 - After this base scores, the winner may search their hand and discard pile for any number of Madness cards, and return them to the Madness deck. FAQ

Science Fiction Double Feature Edit

Cyborg Apes

  • Monkey Lab - breakpoint 23 - VPs: 4 2 1 - Minions here get +1 power for each action played on them. FAQ
  • Primate Park - breakpoint 20 - VPs: 3 2 1 - The winner may place his or her actions played on minions here back into his or her hand. FAQ

Shapeshifters

  • Faceless City - breakpoint 20 - VPs: 4 2 1 - Once per turn, after you play a minion here, search your deck for a copy of that minion, reveal it, and place it into your hand. Shuffle your deck. FAQ
  • The Vats - breakpoint 15 - VPs: 3 1 1 - You may not play a minion here that has the same name as another minion here. FAQ

Super Spies

  • ISI’s Swingin’ Pad - breakpoint 21 - VPs: 4 2 1 - The winner may look at the top three cards of his or her deck and return them in any order. FAQ
  • Secret Volcano Headquarters - breakpoint 18 - VPs: 4 3 2 - Before this base scores, all players reveal the top card of their decks. Play all revealed minions here. FAQ

Time Travelers

  • Portal Room - breakpoint 22 - VPs: 2 3 1 - The winner takes an extra turn after the current turn ends. FAQ
  • The Nexus - breakpoint 19 - VPs: 3 3 2 - The winner replaces this base with a base of his or her choice from the base discard pile, if possible. FAQ

The Big Geeky Box Edit

See The Bigger Geekier Box.

Monster Smash Edit

Giant Ants

  • Egg Chamber - breakpoint 17 - VPs: 3 1 1 - Minions here with +1 power counters cannot be destroyed. FAQ
  • The Hill - breakpoint 23 - VPs: 4 2 1 - At the start of each player’s turn, that player may move one of his or her minions from any base to here. FAQ

Mad Scientists

  • Golem Schloß - breakpoint 22 - VPs: 3 3 2 - The winner places a +1 power counter on each of his or her minions. FAQ
  • Laboratorium - breakpoint 25 - VPs: 5 3 3 - The first minion played here each turn gets a +1 power counter. FAQ

Vampires

  • Castle Blood - breakpoint 18 - VPs: 3 1 1 - After you play a minion here, if another player has more power here than you do, you may place a +1 power counter on that minion. FAQ
  • Crypt - breakpoint 20 - VPs: 4 2 2 - When one or more minions here are destroyed the player who destroyed them may place a +1 power counter on one of his or her minions here. FAQ

Werewolves

  • Moot Site - breakpoint 15 - VPs: 2 1 0 - The first minion played here each turn gains +2 power until the end of the turn. FAQ
  • Standing Stones - breakpoint 20 - VPs: 4 2 1 - During your turn, one of your minions here can use its Talent twice. FAQ

Pretty Pretty Smash Up Edit

Fairies

  • Enchanted Glen - breakpoint 20 - VPs: 4 2 1 - After you play an action on a minion here, draw a card. FAQ
  • Fairy Circle - breakpoint 26 - VPs: 4 3 2 - After the first time you play a minion here each turn, you may play an extra minion here or play an extra action. FAQ

Kitty Cats

  • Cool Cats’ Alley - breakpoint 18 - VPs: 3 2 1 - Once during your turn, you may destroy one of your minions here to draw a card. FAQ
  • The House of Nine Lives - breakpoint 20 - VPs: 4 2 1 - If a minion at another base would be destroyed, its owner may move it here instead. FAQ

Mythic Horses

  • Equaria - breakpoint 25 - VPs: 5 3 2 - After you play a minion here, you may move one of your minions from another base to here. FAQ
  • Pony Land - breakpoint 18 - VPs: 3 2 1 - If you have two or more minions here, your minions here cannot be destroyed. FAQ

Princesses

  • Beautiful Castle - breakpoint 22 - VPs: 4 2 1 - Minions here with power 5 or greater are not affected by opponents’ cards. FAQ
  • Ice Castle - breakpoint 15 - VPs: 3 2 2 - Minions cannot be played here. FAQ

Smash Up: Munchkin Edit

Clerics

  • Hotel of Holiness - breakpoint 15 - VPs: 4 3 2 - 2 Monsters - After this base scores, place minions here on top of their owners’ decks, in any order, instead of the discard pile. FAQ
  • Whack-A-Ghoul - breakpoint 12 - VPs: 3 2 1 - 3 Monsters - After an undead monster is played here, place it on the bottom of the monster deck. FAQ

Dwarves

  • The Mines - breakpoint 18 - VPs: 4 2 1 - 2 Monsters - Minions here have +1 power for each treasure on them. FAQ
  • Treasure Bath - breakpoint 12 - VPs: 2 0 0 - 1 Monster - After the first time each turn that you play a minion here, draw a treasure card. FAQ

Elves

  • Helper’s Hollow - breakpoint 17 - VPs: 3 2 1 - 2 Monsters - During each player’s turn, other players’ minions here have +1 power. FAQ
  • Treehouse - breakpoint 15 - VPs: 4 2 1 - 2 Monsters - After you play a minion here, choose another player. That player may draw a card. FAQ

Halflings

  • Birthday Party - breakpoint 20 - VPs: 4 2 1 - 1 Monster - If you do not have a minion here, you cannot play a minion on another base. FAQ
  • Subterranean Lair - breakpoint 23 - VPs: 5 3 2 - 1 Monster - On your turn, if you have no minions on this base, you may play an extra minion here. FAQ

Mages

  • Dimension Doors - breakpoint 20 - VPs: 4 2 1 - 1 Monster - Each turn, after the first time you play a minion here, you may discard a card to play an extra minion here. FAQ
  • Mage’s Tower - breakpoint 18 - VPs: 4 3 2 - 1 Monster - After you play a minion here, you may draw a card. FAQ

Orcs

  • Garrison - breakpoint 12 - VPs: 3 2 1 - 2 Monsters - When this base scores, if the total of all players’ power here is 22 or more, the players with the top three totals each gain 1 VP. FAQ
  • The Pits - breakpoint 16 - VPs: 4 2 1 - 2 Monsters - Minions here are not affected by other players’ actions. FAQ

Thieves

  • The Coffers - breakpoint 18 - VPs: 4 2 1 - 2 Monsters - When this base scores, each player with a minion here draws a treasure card. FAQ
  • Thieves’ Guild - breakpoint 19 - VPs: 4 3 2 - 1 Monster - After you play a treasure on this base or on a minion here, draw a card. FAQ

Warriors

  • Bastion - breakpoint 11 - VPs: 3 2 2 - 3 Monsters - After you destroy a monster here, draw a treasure card. FAQ
  • The Gauntlet - breakpoint 14 - VPs: 5 3 2 - 3 Monsters - After a monster here is destroyed, play a monster here. FAQ

It’s Your Fault! Edit

Dragons

  • Dragon’s Lair - breakpoint 18 - VPs: 2 2 1 - The winner draws 3 cards. FAQ
  • Wyrm’s Desolation - breakpoint 20 - VPs: 5 3 2 - Each minion here has -1 power. FAQ

Mythic Greeks

  • Oracle at Delphi - breakpoint 18 - VPs: 4 2 1 - After you play a minion here, reveal the top card of your deck. If it is an action, draw it; otherwise return it. FAQ
  • Wooden Horse - breakpoint 21 - VPs: 3 2 1 - After any player plays an action, he or she may give a minion here +2 power until the end of the turn. FAQ

Sharks

  • Shark Reef - breakpoint 20 - VPs: 4 2 1 - After a minion is destroyed here, the player that destroyed it may place a +1 power counter on one of their minions. FAQ
  • The Deep - breakpoint 16 - VPs: 3 2 2 - After you play a minion of power 4 or more here, you may destroy a minion with less power here. FAQ

Superheroes

  • Converted Cave - breakpoint 18 - VPs: 4 3 2 - Minions of power 2 or less cannot be destroyed here except by their controller. FAQ
  • Crystal Fortress - breakpoint 19 - VPs: 3 1 1 - After you play a minion here, you may place a minion from your discard pile on the bottom of your deck. FAQ

Tornados

  • Tornado Alley - breakpoint 25 - VPs: 4 3 2 - After the first time you play a minion here each turn, you may move another minion to here from another base. FAQ
  • Trailer Park - breakpoint 20 - VPs: 4 2 1 - After you move a minion to here, place a +1 power counter on it. FAQ

Cease and Desist Edit

Astroknights

  • Hive of Scum and Villainy - breakpoint 18 - VPs: 4 2 1 - After the first time each turn that you play an action that directly increases the power of one of your minions here, draw a card. FAQ
  • No-Moon™ - breakpoint 25 - VPs: 5 3 3 - Before this base scores, place a random other base and all cards on it in the discard pile. Replace it with the top card of the base deck. FAQ

Changerbots

  • Changing Room - breakpoint 22 - VPs: 5 3 2 - After a minion here uses a talent, it gains +1 power until the end of the turn. FAQ
  • Unicrave - breakpoint 19 - VPs: 0 0 0 - Before this base scores, replace it with the top card of the base deck. Keep all cards on it, discard this card, and keep scoring. FAQ

Ignobles

  • Spikey Chair Room - breakpoint 20 - VPs: 4 2 1 - At the end of any turn that a player has played at least one minion here, they may destroy a minion they own to draw a card. FAQ
  • Wintersquashed - breakpoint 16 - VPs: 2 4 1 - After you play a minion here, you may give control of it to another player. FAQ

Star Roamers

  • Neutral Space - breakpoint 18 - VPs: 3 2 1 - Minions here are not affected by other players’ minions here. FAQ
  • USS Undertaking - breakpoint 22 - VPs: 4 2 1 - At the start of your turn, you may move one of your minions to here, or from here to another base. FAQ

What Were We Thinking? Edit

Explorers

  • Ancient Temple - breakpoint 20 - VPs: 4 2 1 - At the start of your turn, if you have only one minion here, it gains +5 power while it is here until the end of the turn. FAQ
  • City of Gold - breakpoint 16 - VPs: 3 1 1 - At the start of your turn, if you have a minion here, gain 1VP. FAQ

Grannies

  • Grandma’s House - breakpoint 25 - VPs: 5 3 2 - After you play a minion here, look at the top card of your deck. Place it on the top or bottom of your deck. FAQ
  • Retirement Community - breakpoint 20 - VPs: 4 2 1 - After this base scores, each player may place one of their minions here on the top or bottom of their deck instead of the discard pile. FAQ

Rock Stars

  • Lake Minnetonka - breakpoint 26 - VPs: 5 3 2 - After you play or move a minion to here, it gains +1 power until the end of the turn. FAQ
  • Palooza - breakpoint 27 - VPs: 6 4 3 - Before this base scores, each player may move one of their minions to here. FAQ

Teddy Bears

  • Out in the Woods - breakpoint 18 - VPs: 3 2 1 - Before this base scores, each minion here gains +1 power until the end of the turn. FAQ
  • Under the Bed - breakpoint 22 - VPs: 4 2 1 - On your turn, you may play an extra minion of power 2 or less here if you have played one or more minions at other bases this turn. FAQ

All Stars Event Kit Edit

See The Bigger Geekier Box.

Big in Japan Edit

Itty Critters

  • Critter Combat Club - breakpoint 23 - VPs: 4 3 1 - You may play an extra minion of power 2 or less here on your turn. If you control it at the end of the turn, place it on the bottom of your deck. FAQ
  • Itty City - breakpoint 20 - VPs: 3 1 1 - After the first time you play a minion here each turn, you may shuffle a random minion from your discard pile into your deck. FAQ

Kaiju

  • Kaiju Island - breakpoint 22 - VPs: 4 2 1 - Titans here do not make other titans leave. Each titan here adds +3 power to its controller’s power here. FAQ
  • Tokyo - breakpoint 25 - VPs: 5 3 2 - After you play an action on this base, you gain +3 power here until the end of the turn. FAQ

Magical Girls

  • Akihabara High - breakpoint 20 - VPs: 3 2 1 - After you play a minion here, your other minions here gain +1 power until the end of the turn. FAQ
  • Q Point - breakpoint 25 - VPs: 5 4 3 - Before this base scores, each player destroys all of their minions and actions on this base but one card total. FAQ

Mega Troopers

  • Juice Bar - breakpoint 20 - VPs: 3 2 1 - Before this base scores, each player with a minion here gains +2 power here for each special ability they use before scoring. FAQ
  • Moon Dumpster - breakpoint 24 - VPs: 4 2 2 - After this base is played, each player reveals the top card of their deck. If it is a minion,they may play it here as an extra minion. FAQ

Sheep! Edit

Sheep

  • Sheep Shrine - breakpoint 19 - VPs: 4 2 1 - After this is played, each player may move one of their minions to here. If played during setup, replace it and shuffle it into the deck. FAQ
  • The Pasture - breakpoint 25 - VPs: 5 3 2 - After the first time you move a minon to this base each turn, move another minion from there to here. FAQ

That ’70s Expansion Edit

Disco Dancers

  • Boogie Wonderland - breakpoint 21 - VPs: 4 2 1 - After a player plays a standard action that affects one or more of their minions here, they draw a card. FAQ
  • Funky Town - breakpoint 23 - VPs: 4 3 2 - Once per turn, when your standard action directly affects one or more of your minions here, you may have it affect another of your minions here the same way. FAQ

Kung Fu Fighters

  • Ancient Dojo - breakpoint 25 - VPs: 5 4 3 - After you play a minion here, place a +1 power counter on each of your minions here with less power than that minion. FAQ
  • Tournament Site - breakpoint 19 - VPs: 2 0 0 - When this base scores, the winner gains 1VP for each player with no power here. FAQ

Truckers

  • The Greasy Spoon - breakpoint 20 - VPs: 4 2 1 - When an action played on this base would go to the discard pile, shuffle it into its owner’s deck instead. FAQ
  • Truck Stop - breakpoint 18 - VPs: 3 2 1 - At the start of your turn, you may transfer an action played on another base to here, or from here to another base. FAQ

Vigilantes

  • Hideout - breakpoint 18 - VPs: 3 1 1 - Minions here cannot be affected by other players’ cards. FAQ
  • The Mean Streets - breakpoint 25 - VPs: 5 3 2 - After a player plays an action that affects a card here, each other player may place a +1 power counter on a minion here. FAQ
Spoiler warning!
The following contains details about an upcoming set.

The Bigger Geekier Box Edit

Geeks

Previously found in The Big Geeky Box.
  • TableTop - breakpoint 20 - VPs: 4 2 1 - The winner draws 3 cards, then discards 2 cards. FAQ
  • The Con - breakpoint 24 - VPs: 5 3 2 - When a minion is played here, other minions here of that faction gain +1 power until the end of the turn. FAQ

Smash Up All-Stars

Previously found in the All Stars Event Kit.
  • Locker Room - breakpoint 23 - VPs: 3 2 2 - At the start of your turn, if you have a minion here, draw a card. FAQ
  • Stadium - breakpoint 17 - VPs: 3 2 1 - After a minion here is destroyed, its controller draws a card. FAQ

Oops, You Did It Again Edit

Ancient Egyptians

  • Pyramids - breakpoint 21 - VPs: 4 2 1 - On your turn, you may bury a card from your hand here. FAQ
  • Star Portal - breakpoint 17 - VPs: 3 1 1 - After a card is buried here or an action is played on this base, its controller draws a card. FAQ

Cowboys

  • Saloon - breakpoint 20- VPs: 3 2 1 - After a minion here is destroyed, each player with a minion here may draw a card. FAQ
  • So-So Corral - breakpoint 19 - VPs: 4 2 1 - After you play a minion here, it may duel another player’s minion here. Destroy the losing minion. FAQ

Samurai

  • Sakura Garden - breakpoint 18 - VPs: 3 2 1 - Each turn, the first time one of your minions here goes to the discard pile, draw a card. FAQ
  • Shogun’s Palace - breakpoint 23 - VPs: 4 3 1 - After you play a minion here, it may duel another player’s minion here. The controller of the winning minion draws two cards. FAQ

Vikings

  • Drakkar - breakpoint 21 - VPs: 4 2 1 - The first time each turn a player plays a minion here, they may reveal the top card of another player’s deck. If it is an action, or a minion of power 3 or less, they may place it into their hand. FAQ
  • Longhouse - breakpoint 25 - VPs: 5 3 2 - On your turn, you may place a card from your hand on top of your deck to give one of your minions here +2 power until the end of the turn. FAQ

Clarifications Edit

Here are the official clarifications as they appear in the rulebooks:

Cave of Shinies: The minion must actually be destroyed to get the 1 VP (e.g., “destroying” Warbot doesn’t count).

Jungle Oasis: Its ability is deliberately blank.

Mushroom Kingdom: You do not need to have a card on this base to use its ability.

Ninja Dojo: The minion destroyed may be at Ninja Dojo itself.

Rhodes Plaza Mall: All players get VPs from this ability, even if there are more than three players there.

School of Wizardry: Only one player can use the base’s ability. If there are tied winners, break the tie by starting with the current player and going clockwise.

Tar Pits, Temple of Goju: The minions are placed by their owners.

Tortuga: The minion moved cannot come from Tortuga itself.

Inventor’s Salon: The winner takes the action card before discarding any actions played on Inventor’s Salon.

Secret Grove: You can use its ability even if you don’t have a minion there.

The Dread Gazebo: This does not block actions that target a base but are not played on it (e.g., Rampage, Disenchant).

The Greenhouse: The winner searches for the minion to play after the new base is played.

Innsmouth: The chosen card goes to the bottom of its owner’s deck.

R’lyeh: If the minion is not destroyed because it is protected, its controller does not receive a VP.

Faceless City: This ability is optional. Shuffle only if you searched for a card.

Portal Room: After the winner’s extra turn, the turn order returns to the left of the player who was active when Portal Room scored.

Primate Park: You may choose to take some actions back to the hand and discard the rest.

Secret Volcano Headquarters: Return unplayed cards to the tops of their respective decks.

The Nexus: You cannot choose this to replace itself.

The Con: The power gain does not benefit the minion just played, or other minions played after it; but later minions played will cause their own additional power gain.

Standing Stones: 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.

Ice Castle: This does not prevent minions from being moved here. If this base replaces a base in play (c.f. Terraforming or Burn It Down), previous minions remain on the base.

The Gauntlet: Monsters played because of The Gauntlet’s ability are played by the base, not by a player. They do not trigger Web Troll, Leprechaun, etc.

Subterranean Lair: You may invoke this any time during your Play Cards phase, even if you already invoked it earlier and moved the minion off. You may only invoke this once during your your Play Cards phase, even if the minion you played there earlier moved off. (errata'd by The Bigger Geekier Box)

Whack-A-Ghoul: Undead monsters “whacked” here are not replaced, so this base can start with no monsters on it.

Changing Room: This triggers for talents of the minion or of an action on the minion. The talent can be original to the minion or granted to it by an action on the minion (e.g. The Touch). Using a talent to move to here doesn’t count. (updated by The Bigger Geekier Box)

Hive of Scum and Villainy: A card directly increases power if it gives it “+N power”, or places a +1 power counter, or transfers a +1 power counter, or sets the printed power to a higher value. Granting a power-increase talent (e.g. The Touch), or destroying a negative power card (e.g. Change Into A Gun) are not direct power increases. This refers to actions that target cards already in play. (updated by The Bigger Geekier Box)

Spikey Chair Room: You may destroy the minion to draw the card even if the minion played here is moved later in the turn, or even if this base scores this turn.

Wintersquashed: You resolve the minion’s ability before giving control of it.

Kaiju Island: If the ability is cancelled, multiple titans still stay; new titans played or moved here would trigger removing the weaker one(s).

Moon Dumpster: Players reveal in order starting with the current player. If during setup, reveal before drawing hands, starting with the first player.

Q Point: You may have just one minion or one action there before scoring, not one of each. Indestructible cards do remain, though. Titans there do not count toward that total, and are unaffected.

Sheep Shrine: Sheep Shrine’s ability is triggered no matter how it comes into play, whether from replacing a scored base or because of another card’s ability like Terraforming or No-Moon.

The Pasture: If a card like Rick Roll or Dinghy makes several minions move to The Pasture, you choose just one of them — the first one moved there — to have another minion move with it.

Boogie Wonderland: This triggers by moving a minion from there, but not to there.

Funky Town: It cannot copy effects of actions played on minions or bases, nor of actions previously played. It cannot copy an effect already copied from a third minion by another Diva etc. It can copy once per action causing the effect, not once per minion being affected. “The same way” means e.g. moving it to the same base, or giving control of it to the same player. It can copy an effect even if it does not fit the original prerequisites (e.g. “power 3 or higher”). You must choose whether to copy an effect when the action is played, not when the effect happens. If an effect has multiple parts, choose only one part to copy. The copied effect is considered to come from the original standard action causing the effect, not from the Diva etc. allowing additional affected targets.

Truck Stop, The Greasy Spoon: Actions on minions do not count as actions on bases.

Drakkar: Cards in your hand that you do not own are still treated like your cards: you can play them normally, and you control them until they go out of play, at which point they go back to their owners. Cards you don’t own that are merely revealed in your hand or deck stay there, but if they are seen to go elsewhere (see p. 17) they then go back to their owners, unless explicitly allowed by cards like Shield Maiden etc.

Longhouse: You may place a card in your hand you don’t own on top of your deck safely, since no one sees what the card is.

Sakura Garden: This also triggers after this base scores. A minion going to the discard pile from play includes both being discarded after scoring, and being destroyed.

Shogun’s Palace, So-So Corral: If you play a minion here that lets you immediately play other minions here (e.g. Zapbot, Critter Coach), do their duels in reverse order to how they were played. The duel is chosen by the minion’s controller after the minion is played and resolved.

So-So Corral: The losing minion is destroyed by the challenging player.

Statistics Edit

(From bases up to Oops, You Did It Again)

  • Breakpoint: min: 11, max: 27, avr: 19.98, med: 20
  • VP rewards:
    • Winner: min: 0, max: 6, avr: 3.70, med: 4
    • Runner Up: min: 0, max: 4, avr: 2.21, med: 2
    • Third Place: min: 0, max: 3, avr: 1.36, med: 1
  • VP reward deltas:
    • Winner - Runner Up: min: -2, max: 2, avr: 1.48, med: 2
    • Runner Up - Third Place: min: 0, max: 3, avr: 0.85, med: 1

Excluding the Smash Up: Munchkin bases only brings a few minor differences (highlighted in bold):

  • Breakpoint: min: 12, max: 27, avr: 20.51, med: 20
  • VP rewards:
    • Winner: min: 0, max: 6, avr: 3.69, med: 4
    • Runner Up: min: 0, max: 4, avr: 2.21, med: 2
    • Third Place: min: 0, max: 3, avr: 1.37, med: 1
  • VP reward deltas:
    • Winner - Runner Up: min: -2, max: 2, avr: 1.47, med: 2
    • Runner Up - Third Place: min: 0, max: 3, avr: 0.85, med: 1

FAQ Edit

See the dedicated FAQ page for the Bases

References Edit