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Smash Up base card

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.
  • 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.

Dinosaurs

  • Jungle Oasis - breakpoint 12 - VPs: 2 0 0 - (no ability)
  • 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.

Ninjas

  • Ninja Dojo - breakpoint 18 - VPs: 2 3 2 - After this base scores, the winner may destroy any one minion.
  • 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.

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.
  • 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.

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.
  • The Central Brain - breakpoint 19 - VPs: 4 2 1 - Each minion here has +1 power.

Tricksters

  • Cave of Shinies - breakpoint 23 - VPs: 4 2 1 - After each time a minion is destroyed here, its owner gains 1 VP.
  • 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.

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.
  • The Great Library - breakpoint 22 - VPs: 4 2 1 - After this base scores, all players with minions here may draw one card.

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.
  • 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.

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.
  • Tsar's Palace - breakpoint 22 - VPs: 5 3 2 - Minions of power 2 or less cannot be played here.

Ghosts

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

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.
  • 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.

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.
  • Workshop - breakpoint 20 - VPs: 4 2 1 - When a player plays an action card on this base, that player may play an extra action.

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.
  • 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.

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.
  • 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.

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.
  • 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.

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.
  • 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.

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.
  • 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.

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.
  • The Vats - breakpoint 15 - VPs: 3 1 1 - You may not play a minion here that has the same name as another minion here.

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.
  • 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.

Time Travelers

  • Portal Room - breakpoint 22 - VPs: 2 3 1 - The winner takes an extra turn after the current turn ends.
  • 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.

The Big Geeky Box Edit

Geeks

  • TableTop - breakpoint 20 - VPs: 4 2 1 - The winner draws 3 cards, then discards 2 cards.
  • 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.

Monster Smash Edit

Giant Ants

  • Egg Chamber - breakpoint 17 - VPs: 3 1 1 - Minions here with +1 power counters cannot be destroyed.
  • 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.

Mad Scientists

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

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.
  • 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.

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.
  • Standing Stones - breakpoint 20 - VPs: 4 2 1 - During your turn, one of your minions here can use its Talent twice.

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.
  • 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.

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.
  • 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.

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.
  • Pony Land - breakpoint 18 - VPs: 3 2 1 - If you have two or more minions here, your minions here cannot be destroyed.

Princesses

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

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.
  • 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.

Dwarves

  • The Mines - breakpoint 18 - VPs: 4 2 1 - 2 Monsters - Minions here have +1 power for each treasure on them.
  • 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.

Elves

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

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.
  • 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.

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.
  • Mage's Tower - breakpoint 18 - VPs: 4 3 2 - 1 Monster - After you play a minion here, you may draw a card.

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.
  • The Pits - breakpoint 16 - VPs: 4 2 1 - 2 Monsters - Minions here are not affected by other players' actions.

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.
  • 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.

Warriors

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

It's Your Fault! Edit

Dragons

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

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.
  • 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.

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.
  • 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.

Superheroes

  • Converted Cave - breakpoint 18 - VPs: 4 3 2 - Minions of power 2 or less cannot be destroyed here except by their controller.
  • 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.

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.
  • Trailer Park - breakpoint 20 - VPs: 4 2 1 - After you move a minion to here, place a +1 power counter on it.

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.
  • 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.

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.
  • 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.

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.
  • Wintersquashed - breakpoint 16 - VPs: 2 4 1 - After you play a minion here, you may give control of it to another player.

Star Roamers

  • Neutral Space - breakpoint 18 - VPs: 3 2 1 - Minions here are not affected by other players' minions here.
  • 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.

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.
  • City of Gold - breakpoint 16 - VPs: 3 1 1 - At the start of your turn, if you have a minion here, gain 1VP.

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.
  • 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.

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.
  • Palooza - breakpoint 27 - VPs: 6 4 3 - Before this base scores, each player may move one of their minions to here.

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.
  • 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.

Smash Up All-Stars Event Kit Edit

Smash Up All-Stars

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

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.
  • 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.

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.
  • 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.

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.
  • 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.

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.
  • 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.

Clarifications Edit

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

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.

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. Using a talent to move to here doesn’t count.

Hive of Scum and Villainy: A card directly increases power if it gives it “+N power”, or places 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.

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.

Statistics Edit

  • Breakpoint: min: 11, max: 27, avr: 19.82, med: 20
  • VP rewards:
    • Winner: min: 0, max: 6, avr: 3.67, med: 4
    • Runner Up: min: 0, max: 4, avr: 2.22, med: 2
    • Third Place: min: 0, max: 3, avr: 1.37, med: 1
  • VP reward deltas:
    • Winner - Runner Up: min: -2, max: 2, avr: 1.45, 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: 20.42, med: 20
  • VP rewards:
    • Winner: min: 0, max: 6, avr: 3.66, med: 4
    • Runner Up: min: 0, max: 4, avr: 2.22, med: 2
    • Third Place: min: 0, max: 3, avr: 1.38, med: 1
  • VP reward deltas:
    • Winner - Runner Up: min: -2, max: 2, avr: 1.44, med: 2
    • Runner Up - Third Place: min: 0, max: 3, avr: 0.84, med: 1

FAQ Edit

Core Set Edit

Questions on Cave of Shinies Edit

Q: If a minion is not actually destroyed, does it count for the 1VP bonus of Cave of Shinies (or Field of Honor)?

A: No. If the minion in question is not destroyed, the base ability doesn't even trigger for said minion in the first place.

Rule: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Q: I have Infiltrate on Cave of Shinies. If I destroy another player's minion there, can I deny them the VP because of Infiltrate?

A: TBD

Rule: TBD

Q: If several of my minions are destroyed on Cave Shinies because of one or more abilities, how many VP do I gain?

A: You gain 1 VP per destroyed minion.

Rule: Do exactly what the card says.

Q: I have a Sprout on Cave of Shinies. When it destroys itsef at the start of my turn, do I gain 1 VP?

A: Yes.

Rule: Do exactly what the card says.

Q: I took control of another player's minion on Cave of Shinies. When that minion is destroyed, who gets the VP, me or the player I took it from?

A: The minion's owner gets the VP. If the minion is a monster or a treasure minion, noone gets any VP because monsters and treasures don't have owners.

Rule: Do exactly what the card says.

Q: Do players get VPs for minions that get destroyed when they score the Cave of Shinies?

A: No. After a base scores, the minions there are discarded, not destroyed.

Rule: After scoring, all cards still on that base go to their owners’ discard piles. This does not destroy them.


Questions on Evans City Cemetery Edit

Q: I am the winner on Evans City Cemetery and I have a Scout there. Do I place the Scout in my hand and then discard my whole hand, or do I first discard my hand and place the Scout into my new hand?

A: Both Evans City and Scout are triggered by the after-scoring step, so the current player decides the order. However, in that case, it doesn't make any difference. If the current player decides that Evans City Cemetery activates first, then you discard your hand and draw a new hand, and so the Scout will end into your new hand. If the current player decides that your Scout activates first, you must immediately decide if you want to use its ability or not. If you do use it, it replaces its usual after-scoring fate of "placing it into your discard pile" with "placing it into your hand". So it's not immediately placed into your hand; that will only happen during the steps where all the cards on the base are discarded. In the meantime, Evans City Cemetery will activate and immediately make you discard your hand. Once the step where players can play/invoke after-scoring abilities is done, all cards on the base are discarded and that's when Scout is placed in your hand. So, no matter what the order is, Scout will be placed in your hand after you have discarded it.

Rule: The current player decides the order of events that are supposed to happen simultaneously.

Q: I am the winner on Evans City Cemetery and I have Special after-scoring cards in my hand. Can I play them before discarding my whole hand?

A: No. Evans City Cemetery and the cards in your hand are all cards that are triggered by the after-scoring step. However, in accordance with the Card Resolution Order, the cards in play have a priority over the cards in hand, so the after-scoring cards in play must all be resolved before any after-scoring cards in hand can be played. I'm sorry, but you have to discard your hand first.

Rule: Check phase 3.


Questions on Factory 436-1337 Edit

Q: What does 436-1337 mean?

A: It's leetspeak for "AEG-LEET".

Rule: N/A

Q: Does Factory 436-1337's ability count every 5 power from the cumulative power of minions you have, or from sets of minions? (For example, if I have a 2-power minion and two 4-power minions, do I get 1VP or 2VP extra from the ability?)

A: Count cumulative power. In the example above, you have 10 power, or 2VP extra. Also, don't forget that some non-minion abilities also add to your total power on a base (e.g. Helping Hands, Aggromotive)

Rule: Do exactly what the card says.


Questions on Jungle Oasis Edit

Q: Why is there no ability? Is it a printing error?

A: Nope. It's intentional.

Rule: N/A


Questions on Mushroom Kingdom Edit

Q: Do you need to have a minion there to use this base's ability?

A: There's no such restriction, so no.

Rule: Do exactly what the card says.

Q: Can Deep Roots be used to counter Mushroom Kingdom's ability?

A: No. Deep Roots counters other players' abilities, i.e. abilities coming from the other players' cards. A base's ability belongs to no player, so Deep Roots doesn't counter it.

Rule: A base isn't any player's card.

Q: I have Infiltrate on Mushroom Kingdom. Can I prevent other players from moving my minions?

A: TBD

Rule: TBD


Questions on Ninja Dojo Edit

Q: Two bases including Ninja Dojo are ready to score. The current player chooses to score Ninja Dojo first. After Ninja Dojo scores, the winner chooses to destroy a minion on the other base that was ready to score. If that brings the total power there below its breakpoint, does that base still score after Ninja Dojo?

A: No. After you're done scoring a base, you re-check if there's any bases left to score. At that point, if a previous base that was ready to score isn't anymore, then you can't score it.

Rule: Check phase 3.

Q: After this base scores, must the winner choose a minion on Ninja Dojo or can they choose a minion on any base?

A: They can choose a minion on any base.

Rule: "A minion" (or here "one minion") means "any minion in play".

Q: I have Infiltrate on Ninja Dojo. Can I prevent the winner from destroying my minion?

A: TBD

Rule: TBD


Questions on Rhodes Plaza Mall Edit

Q: Does Rhodes Plaza Mall give VP equal to the number of minions he or she controls on that base, or does it give VP equal to the total number of minions on that base?

A: It gives VP equal to the number of minions a player controls on that base.

Rule: Do exactly what the card says.

Q: If four players have minions on the Rhodes Plaza Mall when it scores, does the player in "fourth place" still get VP from the base's ability?

A: Yes.

Rule: Do exactly what the card says.

Q: What happens if Jammed Signal is played on Rhodes Plaza Mall?

A: The base still scores at 24, but no player will get any VP from its ability.

Rule: Do exactly what the card says.

Q: On Rhodes Plaza Mall, who is considered as the winner? The player who contributed the most power or the player who gained the most VPs from the base's ability? Especially for abilities that depend on winning the base. (e.g. Buffet, Happily Ever After)

A: The winner is still the one who contributed the most power toward breaking the base, and yes, it's entirely possible for the winner not to be the player who gained the most VPs from Rhodes Plaza Mall's ability. For example, if they helped break the base with just a few high-power minions, while another player didn't contribute a lot, but had many low-power minions.

Rule: A player is a winner if NO player has more total power there.


Questions on School of Wizardry Edit

Q: If there's a tie for winner when the School of Wizardry is scored, who gets to pick the next base?

A: All the players in the winner position get the reward and resolve it in clockwise order from the current player. However, once the first player resolves it, the next base would have already been chosen and the next players can't choose another base because one has already been chosen, but they probably can still look at the top three bases from the base deck and re, even though they can't choose one.

Rule: If several players get a reward from a base, each player uses it in clockwise order from the current player.

Q: Time is Fleeting lets you choose a new base from the discard pile. School of Wizardry lets the winner choose the next base. Which one takes precedence?

A: TBD

Rule: TBD


Questions on Tar Pits Edit

Q: If I have Escape Hatch or Grave Situation on Tar Pits, where do my minions go when they are destroyed?

A: All three abilities are triggered at the same time, so the current player decides the order. However, the order here doesn't matter. If the current player decides that Tar Pits is activated first, then the minion is immediately placed under your deck. Then, Escape Hatch or Grave Situation won't have any minion to place in your hand, so their abilities are wasted. If the player decides that either Escape Hatch or Grave Situation are activated first, the minion isn't immediately placed in your hand, rather, its usual fate of being "placed it in the discard pile" is replaced with "place it into your hand", meaning that if the minion is about to go the discard pile, it will be placed into your hand instead. Next, you must activate Tar Pits, which immediately places the minion under your deck. Since it didn't go into your discard pile, Escape Hatch and Grave Situation have no effect.

Rule: The current player decides the order of events that are supposed to happen simultaneously.

Q: If I have a Buccaneer on Tar Pits, what happens if he is targeted for destruction?

A: He uses his ability to move to another base. Tar Pits's ability doesn't trigger, because there is never a point in time "after" the minion is destroyed.

Rule: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Q: The House of Nine Lives and Tar Pits are in play. If a minion on Tar Pits is chosen for destruction, is it moved to The House of Nine Lives or placed on the bottom of its owner's deck?

A: The House of Nine Lives is triggered first because the minion "would be destroyed". So the minion's owner decides if they want to use The House of Nine Lives's ability or not. If they want to, the minion is moved there and Tar Pits isn't triggered because the minion wasn't destroyed after all. If they want to ignore The House of Nine Lives, then the destruction is applied and if it succeeds, Tar Pits is triggered and the minion is automatically placed on the bottom of its owner's deck.

Rule 1: Do exactly what the card says.

Rule 2: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".


Questions on Temple of Goju Edit

Q: Is it only the printed power that matters when determining the highest power minion or do bonuses apply?

A: To determine a minion's power, you must take into account all the modifiers.

Rule: In play, a minion's power includes all modifiers.

Q: My highest power minion there is a First Mate. After this base scores, is it placed under my deck or moved to another base?

A: First of all, both First Mate and Temple of Goju are triggered during the after-scoring step, so the current player chooses in which order they are resolved. However, the outcome will be the same. If they decide that Temple of Goju is activated first, First Mate is immediately placed on the bottom of your deck and First Mate can no longer be activated because it is not in play anymore. If they decide that First Mate is activated first, First Mate's controller (you) has to decide if they want to use its ability or not (as it's a "you may" ability). If you don't want to use it, then Temple of Goju is activated next and First Mate is placed under your deck. If you want to use First Mate's ability, it isn't moved immediately because its ability is a "Do X instead of placing it in the discard pile" ability, which means that if First Mate is to be discarded (i.e. during the step where all cards on the base are discarded), it will be moved to another base instead. So First Mate is "programmed" to move to another base during the "discard all cards" step. Next, the current player must choose to activate Tar Pits and your First Mate is immediately placed under your deck despite having been programmed to move later on.

Rule: Check phase 3.

Q: If more than one of a player's minions are tied for "highest power" when it scores, what happens?

A: That player chooses one of those minions and that's the one that will be placed on the bottom of their deck.

Rule: Do exactly what the card says


Questions on The Central Brain Edit

Q: A Cub Scout is on The Central Brain and has therefore 4 power. I move a power-3 minion there. Is it destroyed by the Cub Scout?

A: No. Cub Scout's ability is only resolved after the move has been completed. The Central Brain is active as soon as a minion is present, so it gives the minion +1 power before Cub Scout is activated, so the minion survives.

Rule 1: In play, a minion's power includes all modifiers.

Rule 2: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Q: I play Zombie Lord. Can an extra power-2 minion be played on a base where it would get +1 power and therefore actually be a power-3 minion? (e.g. The Central Brain)

A: Yes. Playing a minion of power 2 or less means playing a minion while its printed power is 2 or less.

Rule: If it's not in play, a minion's power is equal to its printed power.


Questions on The Great Library Edit

Q:

A:

Rule:


Questions on The Grey Opal Edit

Q: What happens after The Grey Opal scores while Entangled is in effect? Whether Entangled is on the base or another, and whether the player who played Entangled is the winner or not.

A: TBD

Rule: TBD


Questions on The Homeworld Edit

Q: Does The Homeworld let me play all the power 2 minions from my hand in one turn?

A: Yes. Each one allows you to play an extra one.

Rule: Do exactly what the card says.

Q: Do I have to play the extra minion on The Homeworld?

A: No, you can play it on any base. If you play it on The Homeworld, you trigger its ability again and get an extra minion play. If you play it on another base, you don't get an extra minion from The Homeworld.

Rule: Do exactly what the card says.

Q: Do I have to use the extra minion play generated by The Homeworld on The Homeworld?

A: You don't have to. The only restriction generated by The Homeworld is that the extra minion has a power of 2 or less.

Rule: Do exactly what the card says.

Q: Can I use the extra minion plays from The Homeworld to play a War Raptor?

A: Yes. Even though the War Raptor becomes power 3+ once it arrives on the base, she is power 2 in your hand. Refer to Playing Minions for more discussion.

Rule: If it's not in play, a minion's power is equal to its printed power.

Q: Before The Homeworld scores, I play a Shinobi as a Special there. Do I get an extra minion to play?

A: Yes. And because it's outside of your Play Cards phase, you have to play it immediately or not at all.

Rule : Do exactly what the card says.

Q: A minion is played on The Homeworld. If that minion play is interrupted by Control Minion, who gets the extra minion play?

A: Since the player who played the minion used one of their minion play, they probably get the benefit from The Homeworld. To be confirmed. TBD

Rule: TBD

Q: I play a minion on The Homeworld, and I have fewer than two cards in hand, can I play Spectre from my discard pile?

A: It's been officially confirmed that while the card says "any time", Spectre must still fit the requirements to play the minion, so with The Homeworld, you cannot play Spectre as the extra minion, because the minion you play must be of power 2 or less.[1]

Rule: Do exactly what the card official answer says.

Q: On my turn, if there is an enemy Leprechaun on The Homeworld, can I play 3 War Raptors at once to keep them from dying?

A: No. The Leprechaun's on-play reaction kicks in after each minion play before you're allowed to play any extra minions. In more details, after you play your first War Raptor, it triggers two abilities, the Leprechaun's and The Homeworld's. According to the Card Resolution Order, since these two abilities are activated at the same time, they must both be resolved and it's the current player who decides the order (in that case, it's you). However, it doesn't matter. If you decide that the Leprechaun is resolved first, then your War Raptor dies, but you still gain an extra minion play from The Homeworld. If you decide that The Homeworld is resolved first, then you gain an extra minion play, but it is actually "banked" and not played immediately, that's how you resolve this. Once The Homeworld's ability is resolved, then you must resolve Leprechaun's ability next, before you're able to do anything. So the War Raptor dies.

Rule 1: Resolve the played card's ability completely, then resolve any card reactions.

Rule 2: An extra card isn't played right away, unless it was gained by a Special ability or outside the Play Cards phase.

Q: There is an enemy Leprechaun on The Homeworld and I have a War Raptor there. Before the base scores, I manage to play a War Raptor there (e.g. Hidden Ninja), can I play a third War Raptor there and not have any of them die?

A: Yes, there is a way, but it depends on the current player's good will. Let's break this up. When you play the War Raptor there before the base scores, both your War Raptors become power 4, not enough to survive Leprechaun's ability. However, playing that War Raptor there triggers two abilities, the Leprechaun's and The Homeworld's. According to the Card Resolution Order, since these two abilities are activated at the same time, they must both be resolved and it's the current player who decides the order. Obviously, if the current player decides that the Leprechaun goes first, then the War Raptor you just played is destroyed, but you will still gain an extra minion play of power 2 or less. On the other hand, if the current player decides that The Homeworld goes first, you gain an extra minion play and because it's outside your Play Cards phase, the minion play must be played immediately or not all. So you can immediately play a third War Raptor there before the Leprechaun's ability is even resolved, making all your War Raptors there power 5, enough to survive.

Rule 1: The current player decides the order of events that are supposed to happen simultaneously.

Rule 2: Extra cards gained outside the Play Cards phase must be played immediately or not at all.


Questions on The Mothership Edit

Q: If I'm the winner of The Mothership, do I have to choose a minion on The Mothership to return to my hand?

A: It says "the winner may", so you don't have to, but if you do, the minion has to come from The Mothership.

Rule: Do exactly what the card says.


Questions on Tortuga Edit

Q: Which minions can I move with Tortuga's ability?

A: Minions on other bases, not on Tortuga. The reason is the base that replaces Tortuga only appears after Tortuga and all cards on it are discarded. So when the base appears, only the minions on the other bases are still present and available to be moved.

Rule: Check phase 3.

Awesome Level 9000 Edit

Questions on Field of Honor Edit

Q: I have a Sprout on Field of Honor. When it destroys itsef at the start of my turn, do I gain 1 VP?

A: Yes. Technically, the card doesn't destroy itself, it tells you to destroy it, so you get credit for its destruction.

Rule: Do exactly what the card says.

Q: If a minion is not actually destroyed, does it count for the 1VP bonus of Cave of Shinies (or Field of Honor)?

A: No. If the minion in question is not destroyed, the base ability doesn't even trigger for said minion in the first place.

Rule: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Q: If multiple abilities work together to destroy a minion on Field of Honor, who gets the VP?

A: Check the card which is the direct cause of the destruction, that is the card among all those that were activated and whose ability says "destroy". That card is what destroyed the minion and it always says who gets the credit for the destruction (usually the card's controller). So if a Bear Cavalry player sets up a manned High Ground on Field of Honor, and another player's minion moves to that base for some reason, the High Ground is activated and it says that High Ground's controller destroys the minion. So, the controller of High Ground earns the VP. While it's usually the card's controller who does the destruction (Remember, "you" on a minion or action means the controller of the card), some rare cards (e.g. Bear Hug, Griefer) make another player destroy the minion.

Rule 1: "You" on a minion or action means the controller of the card.

Rule 2: If a card specifies another player to carry out an effect, that player gets the credit for the effect, not the card player.[2]

Q: If a single card is responsible for destroying many minions at once (e.g. Powderkeg, Broadside), how many VP does the player win?

A: If one player gets credit for multiple destructions because of a single card, they only get 1 VP, not 1 VP per destroyed minion. In the rare cases where several players destroy different minions on Field of Honor, e.g. if a player plays Bear Hug and if their opponents choose to destroy their minions on Field of Honor, then each of those players get 1VP.

Rule: Do exactly what the card says.

Q: I have High Ground on Field of Honor. I play one card and move several minions to there (e.g. You're Pretty Much Borscht, Felicia Day) and destroy them. Can I choose to move them one at a time and therefore gain 1 VP per minion?

A: No. Those cards move several minions simultaneously. So, all the selected minions move at once and all of them are destroyed at the same time, so it counts as a single destruction and only rewards you 1 VP.

Rule: Do exaclty what the card says.

Q: On the same turn, if I play a card to destroy a minion on Field of Honor, and then play a second card to destroy another minion on Field of Honor, how many VP do I get?

A: 2 VP. You get 1 VP per destruction ability. A single destruction ability can destroy one or more minion, but it still counts as one destruction. Here, you performed two destructions, hence 2 VP.

Rule: Do exaclty what the card says.

Q: Another player plays Bear Hug/Unfathomable Goals/Griefer (and makes me destroy one of my minions)/Fate of the Favorites. I choose to destroy my minion on Field of Honor. Who gets the VP?

A: You did the destruction, so you get credit for destroying the minion and get the VP, not the player who played the card.

Rule: If a card specifies another player to carry out an effect, that player gets the credit for the effect, not the card player.[2]


Questions on Haunted House Edit

Q: Can I play a minion on the Haunted House if I have no cards left in hand?

A: Sure. The ability is a penalty if you do play a minion, not a requirement to playing the minion.

Rule: Cards are resolved entirely.

Q: If I play a Zapbot on Haunted House, and then another Zapbot as the extra minion, do I have to discard two cards? Or do I only discard a card the first time I play a minion there?

A: You discard a card after each time you play a minion on Haunted House. So, you play your first Zapbot, discard a card, play your other Zapbot, and discard another card.

Rule: Do exactly what the card says.

Q: If I move a minion to Haunted House, do I have to discard a card?

A: No, you didn't play it; you just moved it there, so Haunted House doesn't trigger.

Rule: Do exactly what the card says.

Q: A minion is played on Haunted House. If that minion play is interrupted by Control Minion, who has to discard a card?

A: Since the player who played the minion used one of their minion play, they probably get the drawback of Haunted House. To be confirmed. TBD

Rule: TBD


Questions on Inventor's Salon Edit

Q: Can I use Inventor's Salon's ability to recover an action that I had played on Inventor's Salon when it scored?

A: Although it doesn't say, base abilities that start with "The winner..." are to be treated as "after this base scores" abilities, so they are triggered during the after-scoring phase. At that point, your actions played on Inventor's Salon aren't discarded yet. To be confirmed. TBD

Rule: TBD


Questions on Secret Grove Edit

Q: Do I have to have a minion on Secret Grove to use its ability?

A: There's no such restriction, so no.

Rule: Do exactly what the card says.


Questions on The Dread Gazebo Edit

Q: What kind of actions does The Dread Gazebo say no to, exactly?

A: The Dread Gazebo only prevents actions with the words "play on a base" from being played on it. It does not prevent actions that are played on minions on this base, nor does it prevent actions that tell you to choose a base, like Terraforming or Rampage.

Rule: Only "play on a base" actions are played on a base.

Q: Can I play Jammed Signal on The Dread Gazebo? Jammed Signal allows me to ignore the base's ability after all.

A: No. "Play on a base" actions can only be played on eligible bases. The Dread Gazebo cannot be chosen because it forbids such actions from being played there in the first place.

Rule: Choose an eligible base in play. The base choice must be a legal play.

Q: Does The Dread Gazebo prevent me from playing an action that allows me to play a minion on The Dread Gazebo? (e.g. Summon)

A: No, it only prevents "play on a base" actions from being played there.

Rule: Only "play on a base" actions are played on a base.


Questions on The Greenhouse Edit

Q: If I am the winner of The Greenhouse, do I choose what minion I'm going to play before or after the new base is revealed?

A: TBD

Rule: TBD

Q: The Greenhouse allows the winner to play a minion on the base that replaces it. If that base is Ice Castle, can they still play it?

A: No.

Rule: "Can't" trumps "can".

Q: It doesn't say to shuffle your deck, so I don't have to shuffle my deck after I searched through it, right?

A: No, you have to shuffle your deck because you searched through it. Since Big in Japan, that's now an integral part of the rules.

Rule: After searching a deck it must be shuffled.

Q: Do you shuffle it before or after playing your minion? For example, if you shuffle after playing the minion, I can see what's the first card of my deck, purposely play an Enchantress to draw it, and only then shuffle my deck.

A: You have to shuffle it right after searching through your deck, and therefore before playing your minion.

Rule: After searching a deck it must be shuffled.


Questions on Tsar's Palace Edit

Q: Can I play a War Raptor on Tsar's Palace? (The question also applies to Mimic and Howler)

A: No. Even though the War Raptor becomes power 3+ once it arrives on the base, it is of power 2 in your hand. Refer to Playing Minions for more discussion. It's the same for Mimic, its power is 0, so it can't be played on Tsar's Palace.

Rule: If it's not in play, a minion's power is equal to its printed power.

Q: Can I move a minion of power 2 or less there?

A: Sure. Tsar's Palace's restriction is only for playing minions, not moving them.

Rule: Do exactly what the card says.

Q: Sleep Spores is on Tsar's Palace. Does that mean that minions of power 3 or less can't be played there anymore?

A: No. Tsar's Palace only forbids minions of power 2 or less from being played there, so power-3 minions are fine. Sleep Spores only affects minions once they are in play, not in hand. So, when a minion of power 3 is played there, Tsar's Palace authorizes it, then Sleep Spores reduces its power to 2, but Tsar' Palace doesn't retroactively kick the minion out.

Rule: If it's not in play, a minion's power is equal to its printed power.

Q: What if a monster of power 2 or less is played on Tsar's Palace?

A: The monster is discarded without resolving its effect. TBD

Rule: TBD


Questions on Workshop Edit

Q: If I play an action on a minion on Workshop, do I get an extra action?

A: No. Workshop only triggers from playing action on it, not on minion on it.

Rule: Only "play on a base" actions are played on a base.

Q: If I play an action that targets this base (e.g. Terraforming, Rampage), do I get an extra action?

A: No. Workshop only triggers from playing action on it.

Rule: Only "play on a base" actions are played on a base.

Q: If I play a "play on a base" action on Workshop and play another "play on a base" action on Workshop as the extra action, do I get another extra action?

A: Yes. After each time you play an action there, you get an extra action.

Rule: Do exactly what the card says.

Q: Before a base scores, if I manage to play a "play on a base" action on Workshop (e.g. with a Mole), do I get an extra action?

A: Yes. And you have to play it immediately or not at all.

Rule: Extra cards gained outside the Play Cards phase must be played immediately or not at all.

The Obligatory Cthulhu Set Edit

Questions on Antarctic Base Edit

Q: Can I still move a minion to Antarctic Base after I play a minion there on the same turn? Or conversely, if I move a minion there, can I still play a minion there too.

A: Yes to both. Antarctic Base only puts a restriction on playing a minion there. Moving a minion there doesn't affect that.

Rule: Do exactly what the card says.


Questions on Asylum Edit

Q:

A:

Rule:


Questions on Innsmouth Edit

Q: Does Innsmouth let me put cards I don't own on the bottom of my deck?

A: No. Innsmouth puts cards from an owner's discard pile onto the bottom of that same owner's deck. The antecedent "their" in "bottom of their deck" refers to the "any player" not "its owner". See also Trade.

Rule: Do exactly what the card says.


Questions on Miskatonic University Edit

Q:

A:

Rule:


Questions on Mountains of Madness Edit

Q: If I play a Librarian or a Psychologist on the Mountains of Madness, can I discard the Madness card gained from the base with the minion or is the minion's ability resolved first?

A: When you play a minion, you must resolve its ability immediately before resolving any abilities triggered from playing the minion. So the Psychologist's ability is resolved before you draw the Madness card from the Mountains of Madness. On the other hand, the Librarian's only ability is a talent. When you play a minion, you indeed resolve its abilities, but a talent is never resolved from playing a minion. So, when you play a Librarian, you resolve its ability (i.e. you do nothing). Then, you trigger card reactions, so Mountains of Madness make you draw a Madness card. If you want to, you can now activate the Librarian's talent and discard the Madness card.

Rule 1: Resolve the played card's ability completely, then resolve any card reactions.

Rule 2: When you play a card, an ability that starts with "Talent:" is never resolved immediately.


Questions on Plateau of Leng Edit

Q: If I play a minion on Plateau of Leng, can I play an extra minion with the same name now or do I have to wait for my next turn to play it?

A: When an ability grants you an extra card to play, the extra card can only be played during the same phase that you obtained it. For example, if you obtain an extra minion during your Play Cards phase, you can only play it during that Play Cards phase, you cannot save it for the Score Bases phase or another turn.

Rule: "Play an extra minion/action" means you increase the number of that type of card you can play in this phase by one.

Q: I play a minion on Plateau of Leng, so I can play an extra minion with the same name there. If I play that extra minion there, can I play a third minion with the same name there as another extra minion because of the base's ability?

A: No. Plateau of Leng only triggers on the first time that you play a minion on that base. If you play a second minion there, it's not the first time this turn that you have played a minion on Plateau of Leng, so Plateau of Leng doesn't trigger.

Rule: Do exactly what the card says.


Questions on R'lyeh Edit

Q: Does "if they do" mean that the player get a VP as long as they attempt the destruction (whether or not it succeeds) or that the destruction must have succeeded?

A: It means that you must attempt the destruction using R'lyeh's ability (not any other cards) and that the destruction must have succeeded.

Rule: Do exactly what the card says.

Q: I have General Ivan in play and another minion on R'lyeh. At the start of my turn, can I use R'lyeh's ability?

A: Sure, but here's what will happen. You resolve R'lyeh's ability so you start by destroying your minion there, but General Ivan prevents it, so it isn't destroyed. Next, you resolve the second part that says that if you did destroy your minion, you gain 1 VP. You didn't, so you don't gain 1 VP.

Rule 1: Cards are resolved entirely.

Rule 2: "Can't" trumps "can".

Q: When playing Sprout or Mild Mannered Citizen on the R'lyeh base, all theses cards say to destroy a minion at the start of your turn. If I destroy Sprout or Mild Mannered Citizen, do I get the benefit from both cards?

A: No. Either you destroy the minion using its own ability and you only get its benefit, or you destroy it using R'lyeh's ability and you only get R'lyeh's benefit, not both. The reason is Sprout, Mild Mannered Citizen and R'lyeh are cards that trigger at the start of your turn. In such a situation, it's the current player who decides the order of activation. So either you destroy your minion with its own ability and it's not around anymore for you to destroy it with R'lyeh, or you destroy it with R'lyeh's ability and your minion is not around anymore for you to use its ability. That said, you can use your minion's ability to play a new minion and destroy that minion with R'lyeh's ability.

Rule: The current player decides the order of events that are supposed to happen simultaneously.
Q: Same with the minion Servitor of Cthulhu. If I use its talent, can I gain 1 VP?
A: No. To gain 1 VP from R'lyeh, you must, at the start of your turn, use R'lyeh's ability to successfully destroy your minion. If you use Servitor of Cthulhu's ability, the minion was destroy neither at the start of your turn, nor by using R'lyeh's ability.
Rule: Do exactly what the card says.


Questions on Ritual Site Edit

Q: What effect does Ritual Site's ability have on First Mate, Jumper, Igor, etc.?

A: Ritual Site won't activate Igor's ability, because it neither destroyed it, nor discarded it, and it won't activate Jumper's ability either because Jumper didn't go to the discard pile. In the case of First Mate, its ability does the same thing as the Ritual Site, so if First Mate is to be discarded, either Ritual Site shuffle it into its owner's deck instead, or First Mate's own ability (if its controller chose to activate it) will make it move instead. Both abilities happening at the same time (when the minion is to be discarded after a base scoring), so the current player decides which one takes precedence.

Rule 1: Do exactly what the card says.

Rule 2: The current player decides the order of events that are supposed to happen simultaneously.

Science Fiction Double Feature Edit

Questions on Faceless City Edit

Q: When I play my first minion there, do I have to search a copy of that minion in my deck? What if I know that that minion is "unique"?

A: Yes, it doesn't say you may, so you have to do it. If that minion is unique, the only thing you must do is shuffle your deck.

Rule: Do exactly what the card says.

Q: An opponent plays a minion on Faceless City and gets to use its ability. On the same turn, I manage to play a minion there (e.g. Hidden Ninja, Shinobi). Can I also use the ability? Or only one player can use it per turn?

A: You can use it. The "once per turn" is actually a once per player per turn, i.e. each player gets to use it once on each turn if they manage to play a minion there.

Rule: Do exactly what the card says.


Questions on ISI's Swingin' Pad Edit

Q:

A:

Rule:


Questions on Monkey Lab Edit

Q: Does a minion on Monkey Lab get +1 power from actions that target it without being attached to it? (e.g. Augmentation, Genetic Shift, The Base Is Not Enough)

A: No. Only actions that say "Play on a minion" (or a similar wording) give it +1 power.

Rule: Only "play on a minion" actions are played on a minion.

Q: Does a minion on Monkey Lab keep its power boost after the end of the turn?

A: It keeps the power boost as long as the actions are attached to it.

Rule: Do exactly what the card says.


Questions on Portal Room Edit

Q: What if two or more players tie for winner on Portal Room?

A: They both take extra turns in clockwise order from the current player before the normal turn order resumes. See Whose Turn is Next?.

Rule: If several players get a reward from a base, each player uses it in clockwise order from the current player.


Questions on Primate Park Edit

Q: On Primate Park, an opponent has a minion and one of their actions played on it. If I take control of that minion and win Primate Park, I can place that action into my hand, right?

A: No. You place into your hand your actions (i.e. actions that you control) played on minions on Primate Park. Taking control of a minion DOES NOT grant you control of any of the actions played on it. So, in this case, Primate Park does nothing to the action, because it's not controlled by you.

Rule: When you take control of a minion, you don't take control of the actions played on it.

Q: I played another player's action, e.g. with Mass Enchantment, on a minion on Primate Park. I win the base when it scores, is the action placed into my hand?

A: Primate Park says "you may", so you have a choice whether to use it or not. If you use it, it does indeed target the actions that you control but don't own, so you can place it into your hand. However, it will actually go into its rightful owner's hand, not yours.

Rule: When a card leaves play, the card goes back to its owner's hand, deck, or discard pile.


Questions on Secret Volcano Headquarters Edit

Q: What comes first: Secret Volcano Headquarters or Shinobi?

A: You cannot play a Shinobi before the base's ability triggers, because the ability is already in play.

Rule: When resolving card reactions, resolve cards in play first.

Q: I have a Special "before a base scores" card to play. Can I play it before Secret Volcano Headquarters is activated?

A: No. Before a base scores, you must first resolve all cards in play that are triggered by the before-scoring step before anyone can activate their Special before-scoring cards in hand.

Rule: When resolving card reactions, resolve cards in play first.

Q: Secret Volcano Headquartes makes me play a minion that grants me an extra action/minion to play. Can I play it?

A: Yes, and you must immediately decide if you want to play it or not; it cannot be saved for later. If you want to play it, it is done immediately.

Rule: Extra cards gained outside the Play Cards phase must be played immediately or not at all.

Q: In which order are the minions played? It may have some importance with minions like Hatchling or Leprechaun.

A: The minions are played in clockwise order from the current player.

Rule: If several players get a reward from a base, each player uses it in clockwise order from the current player.


Questions on The Nexus Edit

Q: Time is Fleeting lets you choose a new base from the discard pile. The Nexus lets the winner choose the next base. Which one takes precedence?

A: TBD

Rule: TBD

Q: If there's a tie for winner when The Nexus is scored, who gets to pick the next base?

A: All the players in the winner position get the reward and resolve it in clockwise order from the current player. However, once the first player resolves it, the next base would have already been chosen and the next players can't choose another base because one has already been chosen.

Rule: If several players get a reward from a base, each player uses it in clockwise order from the current player.


Questions on The Vats Edit

Q: If I play a minion on The Vats, can I still move a minion with the same name to there?

A: Yes. The restriction is on playing the minion, not on moving a minion there.

Rule: Do exaclty what the card says.

Q: If I move a minion to The Vats, can I still play a minion with the same name there?

A: No. When you want to play a minion, you must respect The Vats's restriction, and there already is a minion with that name there, so you cannot do it.

Rule: Do exaclty what the card says.

The Big Geeky Box Edit

Questions on TableTop Edit

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A:

Rule:


Questions on The Con Edit

Q: If I play 3 power 2 minions of the same faction on The Con in one turn, how much power do I have there?

A: 9 = 4 + 3 + 2. The first minion is power 2. The second minion is power 2 and boosts the first minion to power 3. The third minion is power 2 and boosts the first minion to power 4 and the second minion to power 3. Unlike Swashbuckling and Howl, the power boost does not apply to minions played in the future.

Rule: Do exactly what the card says.

Monster Smash Edit

Questions on Castle Blood Edit

Q: When is the power of the minion I play here checked to determine whether it gets the +1 counter? There are minions whose power changes right after they come into play (Giant Ant minions, Weed Eater, Howler, and especially Fledgling Vampire). Does Castle Blood check them before their ability is done, after, or can I choose?

A: When you play a minion, you must resolve its ability first, and then any card reaction. So, you play your minion on Castle Blood, resolve the minion's ability and then compare your total power with that of the other players.

Rule: Resolve the played card's ability completely, then resolve any card reactions.


Questions on Crypt Edit

Q: I have a Sprout on Crypt. When it destroys itsef at the start of my turn, may I place a +1 power counter on one of my minions on the Crypt?

A: Yes. Technically, the card doesn't destroy itself, it tells you to destroy it, so you get credit for its destruction.

Rule: Do exactly what the card says.

Q: I have a Sprout on Crypt. When it destroys itsef at the start of my turn, may I place a +1 power counter on the minion that replaces Sprout?

A: Good question. It depends if Crypt's ability is triggered immediately after the destruction or if you have to finish resolving Sprout's ability. If the former, then no because the minion isn't around yet. If the latter, then yes, the new minion is eligible. To be confirmed. TBD

Rule: TBD

Q: If a minion is not actually destroyed, do I still get to place a +1 power counter?

A: No. If the minion in question is not destroyed, the base ability doesn't even trigger for said minion in the first place.

Rule: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Q: If multiple abilities work together to destroy a minion on Crypt, who gets to the +1 power counter?

A: Check the card which is the direct cause of the destruction, that is the card among all those that were activated and whose ability says "destroy". That card is what destroyed the minion and it always says who gets the credit for the destruction (usually the card's controller). So if a Bear Cavalry player sets up a manned High Ground on Crypt, and another player's minion moves to that base for some reason, the High Ground is activated and it says that High Ground's controller destroys the minion. So, the controller of High Ground gets the +1 power counter. While it's usually the card's controller who does the destruction (Remember, "you" on a minion or action means the controller of the card), some rare cards (e.g. Bear Hug, Griefer) make another player destroy the minion.

Rule 1: "You" on a minion or action means the controller of the card.

Rule 2: If a card specifies another player to carry out an effect, that player gets the credit for the effect, not the card player.[2]

Q: If a single card is responsible for destroying many minions at once (e.g. Powderkeg, Broadside), how many counters does the player get?

A: If one player gets credit for multiple destructions because of a single card, they only get to place one +1 power counter, not counter per destroyed minion. In the rare cases where several players destroy different minions on Crypt, e.g. if a player plays Bear Hug and if their opponents choose to destroy their minions on Crypt, then each of those players get a +1 power counter.

Rule: Do exactly what the card says.

Q: I have High Ground on Crypt. I play one card and move several minions to there (e.g. You're Pretty Much Borscht, Felicia Day) and destroy them. Can I choose to move them one at a time and therefore get a +1 power counter per minion?

A: No. Those cards move several minions simultaneously. So, all the selected minions move at once and all of them are destroyed at the same time, so it counts as a single destruction and only gives you one +1 power counter.

Rule: Do exaclty what the card says.

Q: On the same turn, if I play a card to destroy a minion on Crypt, and then play a second card to destroy another minion on Crypt, how many +1 power counters do I get?

A: Two. You get one per destruction ability. A single destruction ability can destroy one or more minion, but it still counts as one destruction. Here, you performed two destructions, hence two +1 power counters.

Rule: Do exaclty what the card says.

Q: Another player plays Bear Hug/Unfathomable Goals/Griefer (and makes me destroy one of my minions)/Fate of the Favorites. I choose to destroy my minion on Crypt. Who gets the +1 power counter?

A: You did the destruction, so you get credit for destroying the minion and get the counter, not the player who played the card.

Rule: If a card specifies another player to carry out an effect, that player gets the credit for the effect, not the card player.[2]


Questions on Egg Chamber Edit

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A:

Rule:


Questions on Golem Schloß Edit

Q: I'm the winner there. Do I only place +1 power counters on the minion on that base or on all the bases?

A: You place a +1 power counter on all your minions on any base.

Rule: "Your minion" means "a minion that you control".


Questions on Laboratorium Edit

Q: One player is the first of the game to play a minion there. Does that minion gets a +1 power counter on every turn from now on? That's OP!

A: No. It's the first minion of each turn which gets the +1 power counter, not the first minion of the game, and it only gets it once.

Rule: Do exactly what the card says.

Q: On their turn, an opponent plays their first minion of the turn on Laboratorium, so it gets a +1 power counter. On the same turn, if I manage to play a minion there (e.g. Hidden Ninja, Shinobi, Wil Wheaton), it's my first minion on that turn, so it gets a +1 power counter too, right?

A: No. It's only the first minion of the turn (all players included) which gets the +1 power counter.

Rule: Do exactly what the card says.


Questions on Moot Site Edit

Q: One player is the first of the game to play a minion there. Does that minion gets +2 power on every turn from now on? That's OP!

A: No. It's the first minion of each turn which gets the +2 power, not the first minion of the game, and it only gets it once.

Rule: Do exactly what the card says.

Q: On their turn, an opponent plays their first minion of the turn on Moot Site, so it gets a +2 power. On the same turn, if I manage to play a minion there (e.g. Hidden Ninja, Shinobi, Wil Wheaton), it's my first minion on that turn, so it gets +2 power too, right?

A: No. It's only the first minion of the turn (all players included) which gets the +2 power.

Rule: Do exactly what the card says.
Q: If a player plays the first minion of the turn on this base and then they move this minion to another base (for example, using an action), does this minion still have a +2 power until the end of the turn?
A: Yes. It gained the +2 power, so it keeps it until the end of the turn.
Rule: "Until the end of the turn" means the effect persists until the stated deadline.


Questions on Standing Stones Edit

Q: Can I use Standing Stones's ability to get two extra actions from Archmage?

A: No. The ability of Archmage is an Ongoing effect. Not a talent.

Rule: Do exactly what the card says.

Q: If G.E.L.F. is on Standing Stones, would I be able to use the G.E.L.F.'s talent twice, searching for and playing two power 4 or less minions, though only shuffling it into my deck once?

A: No. On Standing Stones, you have to resolve a talent entirely before being able to use it again. So, with G.E.L.F., after the first time you use its talent, it would already be in your deck, so you wouldn't be able to use its talent again.

Rule: When you use a talent, resolve it entirely.

Q: Killer Queen is on Standing Stones. I managed to play two minions there on this turn. Both times I use Killer Queen's talent, do I have to the +1 power counters on the same minion (other than Killer Queen)?

A: You can place the +1 power counters on two different minions or the same minion twice, as long as those minions were played there this turn.

Rule: Do exactly what the card says.

Q: Rainbow is on Standing Stones. I only managed to play one minion there on this turn. Can I use Rainbow's talent twice and draw two cards?

A: Yes. Each time you use Rainbow's talent, it asks whether you have played a minion here this turn or not. You did (even if it's the same one), so draw one card each time you activate Rainbow's talent.

Rule: Do exactly what the card says.

Q: If I have a minion there with several talents (e.g. Potion of Redundancy Potion, The Touch, Flighterizer), can I use each of its talents twice, or only one of them?

A: Good question. TBD

Rule: TBD


Questions on The Hill Edit

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Rule:

Pretty Pretty Smash Up Edit

Questions on Beautiful Castle Edit

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A:

Rule:


Questions on Cool Cats' Alley Edit

Q: How does Cool Cats' Alley work with The House of Nine Lives? Can I draw a card and have my minion saved from destruction?

A: No. If you choose to destroy your minion with Cool Cats' Alley, you must have the destruction succeed to draw a card. If you use The House of Nine Lives to save your minion, then the destruction failed and you can't draw a card.

Rule: When a card says "Do X to do Y" or "You may do X to do Y", you need to completely do the effect stated as "X" you do the effect stated as "Y".
Q: How does this base work with the minion Servitor of Cthulhu? Can I destroy this minion and BOTH use the base ability (draw a card) and the minion's talent (put an action from the discard pile on the top of my deck)?
A: No. The Servitor of Cthulhu and Cool Cats' Alley both have an ability that you can activate on your turn. As with various talents and "on your turn" abilities, if you want to use one, you must declare it and completely resolve it, before being able to use another one. So, if you activate Servitor of Cthulhu's talent first, you destroy it and place an action from your discard pile on top of your deck. Next, if you want to activate Cool Cats' Alley's ability, there's a problem: Servitor of Cthulhu is no longer in play for you to destroy and so, you can't draw a card because you didn't destroy it with Cool Cats' Alley. Likewise, if you activate Cool Cats' Alley's ability first, you destroy Servitor of Cthulhu and (if the destruction succeeds) draw a card. After that, since you've finished resolving that ability, you're free to activate talents or other "on your turn" abilities. Unfortunately, you cannot invoke Servitor of Cthulhu because it is no longer in play and you don't place an action from your discard pile on top of your deck because you must activate Servitor of Cthulhu's talent to do that, which you didn't.
Rule: Do exactly what the card says.


Questions on Enchanted Glen Edit

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Rule:


Questions on Equaria Edit

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Rule:


Questions on Fairy Circle Edit

Q: If I manage to play a minion there before it scores (e.g. Shinobi), do I get an extra action/minion play?

A: Yes. And you must play one immediately or not at all.

Rule: Extra cards gained outside the Play Cards phase must be played immediately or not at all.

Q: After I play a minion on Fairy Circle, can I decide to play an extra action and play an Argonaut on any base?

A: Yes. If you had decided to get an extra minion and played an Argonaut, you would have had to play it on Fairy Circle. But since you decided to get an extra action, you can play the Argonaut on any base.

Rule: Do exactly what the card says.


Questions on Ice Castle Edit

Q: How can I get minions on Ice Castle?

A: Move them.

Rule: N/A

Q: I play Enshrouding Mist on Ice Castle, can I now play a minion there?

A: No. Even though Enshrouding Mist allows you to play a minion there, Ice Castle prevents it, and when cards conflict, "can't" always trumps "can".

Rule: "Can't" trumps "can".

Q: The Greenhouse allows the winner to play a minion on the base that replaces it. If that base is Ice Castle, can they still play it?

A: No.

Rule: "Can't" trumps "can".

Q: If I have a Mild Mannered Citizen in play and it is moved to Ice Castle, does it cancel Mild Mannered Citizen's ability? Or since Mild Mannered Citizen's ability replaces it with another minion, I can still replace it, right? That's not playing a minion. (This also applies to Sprout)

A: At the start of your turn, if you choose to activate Mild Mannered Citizen's ability, do as much as you can, while resolving it completely, even if some part of it can't be done. Firstly, you destroy it (no problem here). Secondly, you search your deck for a minion of power 5 or less (no problem here). Thirdly, you play it on Mild Mannered Citizen's former base (problem: Overrun forbids it, so you can't play it. What happens to that minion is to be confirmed TBD). Fourthly, you shuffle your deck (no problem here).

Rule 1: Cards are resolved entirely.

Rule 2: "Can't" trumps "can".


Questions on Pony Land Edit

Q: Can Pony Land's ability protect my minions from being destroyed by High Ground?

A: Yes, as long as you have at least two minions there when High Ground tries to destroy your minions. If you have one there anyway, your other minions are immune to High Ground. If two or more of your minions are moved to Pony Land at once (e.g. You're Pretty Much Borscht), then they are protected by Pony Land's ability. This is because Ongoing abilities apply before on-move reactions resolve.

Rule: Do exactly what the card says.


Questions on The House of Nine Lives Edit

Q: Do I have to have a minion on The House of Nine Lives to use its ability?

A: There's no such restriction, so no.

Rule: Do exactly what the card says.

Q: If several of my minions on other bases are about to be destroyed at the same time, how many can I save with The House of Nine Lives? It says "a minion".

A: You can save any number of thoses minions.

Rule: Do exactly what the card says.

Q: I take control of another player's minion on another base. If I want to destroy it, who decides whether to save it or not with The House of Nine Lives?

A: It's the minion's owner who decides.

Rule: Do exactly what the card says.

Q: It's the start of my turn and I have one Mild Mannered Citizen in play. I activate its ability and destroy it, but decide to save it with The House of Nine Lives. Can I activate Mild Mannered Citizen again and, this time, actually destroy it and play a power-5 minion on House of Nine Lives?

A: No. Mild Mannered Citizen has already been triggered by the start of your turn and you've already resolved it, so you can't trigger it a second time.

Rule: When an ability is triggered, it's resolved once per trigger.

Q: The House of Nine Lives and Tar Pits are in play. If a minion on Tar Pits is chosen for destruction, is it moved to The House of Nine Lives or placed on the bottom of its owner's deck?

A: The House of Nine Lives is triggered first because the minion "would be destroyed". So the minion's owner decides if they want to use The House of Nine Lives's ability or not. If they want to, the minion is moved there and Tar Pits isn't triggered because the minion wasn't destroyed after all. If they want to ignore The House of Nine Lives, then the destruction is applied and if it succeeds, Tar Pits is triggered and the minion is automatically placed on the bottom of its owner's deck.

Rule 1: Do exactly what the card says.

Rule 2: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Q: How does Cool Cats' Alley work with The House of Nine Lives? Can I draw a card and have my minion saved from destruction?

A: No. If you choose to destroy your minion with Cool Cats' Alley, you must have the destruction succeed to draw a card. If you use The House of Nine Lives to save your minion, then the destruction failed and you can't draw a card.

Rule: When a card says "Do X to do Y" or "You may do X to do Y", you need to completely do the effect stated as "X" you do the effect stated as "Y".

Smash Up: Munchkin Edit

Questions on Bastion Edit

Q: What happens if I play Ruckus to destroy all monsters on Bastion?

A: You don't get any treasures, not even the ones from Bastion's ability.

Rule: Do exactly what the card says.


Questions on Birthday Party Edit

Q: If I can't play a minion there (e.g. Block the Path, Bear Picnic), can I then ignore Birthday Party's restriction and play it on another base?

A: No. You must respect all the restrictions, even if you can't play any minions as a result of it.

Rule: Do exactly what the card says.


Questions on Dimension Doors Edit

Q: When this base appears, the current player plays as many monsters as the monster number of the base. Do the monsters trigger the base's ability?

A: When played as part of the base coming into play, the current player doesn't get credit for playing the monsters (even though a Web Troll's ability is activated), so it doesn't activate the base's ability.

Rule: When a Munchkin base comes into play, the current player doesn't credit for playing the monsters.


Questions on Garrison Edit

Q: If the total power there is 22 or more when it scores, do the top three players gain just 1 VP instead of their reward?

A: No. They each gain 1 additional VP.

Rule: Do exactly what the card says.


Questions on Helper's Hollow Edit

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A:

Rule:


Questions on Hotel of Holiness Edit

Q: Q: After Hotel of Holiness scores, who decides the order of cards on top of players' decks?

A: The current player, since the ability doesn't specify anyone else.

Rule: "You" on a base means any player it describes, often the current player.


Questions on Mage's Tower Edit

Q: When this base appears, the current player plays as many monsters as the monster number of the base. Do the monsters trigger the base's ability?

A: When played as part of the base coming into play, the current player doesn't get credit for playing the monsters (even though a Web Troll's ability is activated), so it doesn't activate the base's ability.

Rule: When a Munchkin base comes into play, the current player doesn't credit for playing the monsters.


Questions on Subterranean Lair Edit

Q: Can I use Subterranean Lair's ability multiple times in one turn?

A: Yes, as long as the extra minion you played on Subterranean Lair before isn't there anymore, and it's still Phase 2.

Rule: Do exactly what the card says. Except when the rulebook clearly addresses the issue.


Questions on The Coffers Edit

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Rule:


Questions on The Gauntlet Edit

Q: If The Gauntlet's ability causes a Web Troll to be played there, does the Web Troll's ability activate and play another monster?

A: No. The Smash Up: Munchkin rulebook specifically addresses this on page 12, section "The Gauntlet".

Rule: Do exactly what the card says. Except when the rulebook clearly addresses the issue.

Q: If The Gauntlet's ability causes a new monster to appear, does it activate cards that react to minions being played?

A: It depends. If the card only reacts to a minion being played (e.g. The Burst), it activates because a minion was indeed played. If the card only reacts to a player playing a minion (e.g. Leprechaun, Imperial Dragon), it doesn't activate because no player gets credit for playing a monster through The Gauntlet's ability.

Rule: Do exactly what the card says.


Questions on The Mines Edit

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A:

Rule:


Questions on The Pits Edit

Q: If there are uncontrolled monsters there, are they also immune to actions? If so, whose actions?

A: Yes, they are minions, so they are not affected by other players' action. And for uncontrolled monsters, all the players are treated as "other players" for them.

Rule: Each player is “another player” to monsters.


Questions on Thieves' Guild Edit

Q: Does it trigger from playing a treasure minion there too or just treasure actions?

A: If you play a treasure minion on Thieves' Guild, it counts as having played a treasure on it, so its ability does trigger.

Rule: Do exactly what the card says.


Questions on Treasure Bath Edit

Q: When this base appears, the current player plays as many monsters as the monster number of the base. Do the monsters trigger the base's ability?

A: When played as part of the base coming into play, the current player doesn't get credit for playing the monsters (even though a Web Troll's ability is activated), so it doesn't activate the base's ability.

Rule: When a Munchkin base comes into play, the current player doesn't credit for playing the monsters.


Questions on Treehouse Edit

Q: When this base appears, the current player plays as many monsters as the monster number of the base. Do the monsters trigger the base's ability?

A: When played as part of the base coming into play, the current player doesn't get credit for playing the monsters (even though a Web Troll's ability is activated), so it doesn't activate the base's ability.

Rule: When a Munchkin base comes into play, the current player doesn't credit for playing the monsters.


Questions on Whack-A-Ghoul Edit

Q: When Whack-A-Ghoul's ability triggers for some of the initial 3 monsters, are they replaced by other monsters?

A: No. The monster number only tells you how many monsters you should attempt to play.

Rule: Do exactly what the card says.

It's Your Fault! Edit

Questions on Converted Cave Edit

Q: I play Bear Hug/Unfathomable Goals/Griefer to force an opponent to destroy their own minion. They choose to destroy their power-2 minion on Converted Cave, claiming that it can't be destroyed by my card and therefore survives. Is that correct?

A: No. There's a subtle nuance. When you play these cards to make another player destroy a minion, the minion is considered both "destroyed by your card's ability" and "destroyed by that player". So the cause of the destruction is your card's ability, but the person who carried out the destruction is that player. A card that can't be destroyed by "other players' abilities" is only immune to destruction if the cause is another player's ability. However, a card that can't be destroyed by "other players" is only immune to destruction if the person who does the destruction is another player. So minions of power 2 or less on Converted Cave are not immune to destruction if they are destroyed by their own controllers, even if the destruction was caused by another player's card.

Rule: If a card specifies another player to carry out an effect, that player gets the credit for the effect, not the card player.[3]


Questions on Crystal Fortress Edit

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A:

Rule:


Questions on Dragon's Lair Edit

Q: On my turn, I'm the winner on Dragon's Lair. Do I draw the cards during the after-scoring step, or can I draw them at the end of my turn so that I don't have to discard them if I have more than 10 in hand? Remember that you only discard on your Draw Cards phase, not the End Turn phase.

A: Although it doesn't say, base abilities that start with "The winner..." are to be treated as "after this base scores" abilities, so they are triggered during the after-scoring phase. To be confirmed. TBD

Rule: TBD


Questions on Oracle at Delphi Edit

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A:

Rule:


Questions on Shark Reef Edit

Q: I have a Sprout on Shark Reef. When it destroys itsef at the start of my turn, may I place a +1 power counter on one of my minions on Shark Reef?

A: Yes. Technically, the card doesn't destroy itself, it tells you to destroy it, so you get credit for its destruction.

Rule: Do exactly what the card says.

Q: I have a Sprout on Shark Reef. When it destroys itsef at the start of my turn, may I place a +1 power counter on the minion that replaces Sprout?

A: Good question. It depends if Shark Reef's ability is triggered immediately after the destruction or if you have to finish resolving Sprout's ability. If the former, then no because the minion isn't around yet. If the latter, then yes, the new minion is eligible. To be confirmed. TBD

Rule: TBD

Q: If a minion is not actually destroyed, do I still get to place a +1 power counter?

A: No. If the minion in question is not destroyed, the base ability doesn't even trigger for said minion in the first place.

Rule: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Q: If multiple abilities work together to destroy a minion on Shark Reef, who gets to the +1 power counter?

A: Check the card which is the direct cause of the destruction, that is the card among all those that were activated and whose ability says "destroy". That card is what destroyed the minion and it always says who gets the credit for the destruction (usually the card's controller). So if a Bear Cavalry player sets up a manned High Ground on Shark Reef, and another player's minion moves to that base for some reason, the High Ground is activated and it says that High Ground's controller destroys the minion. So, the controller of High Ground gets the +1 power counter. While it's usually the card's controller who does the destruction (Remember, "you" on a minion or action means the controller of the card), some rare cards (e.g. Bear Hug, Griefer) make another player destroy the minion.

Rule 1: "You" on a minion or action means the controller of the card.

Rule 2: If a card specifies another player to carry out an effect, that player gets the credit for the effect, not the card player.[2]

Q: If a single card is responsible for destroying many minions at once (e.g. Powderkeg, Broadside), how many counters does the player get?

A: If one player gets credit for multiple destructions because of a single card, they get to place one +1 power counter per destroyed minion. In the rare cases where several players destroy different minions on Shark Reef, e.g. if a player plays Bear Hug and if their opponents choose to destroy their minions on Shark Reef, then each of those players get a +1 power counter per minion they destroyed.

Rule: Do exactly what the card says.

Q: I have High Ground on Shark Reef. I play one card and move several minions to there (e.g. You're Pretty Much Borscht, Felicia Day) and destroy them. Can I choose to move them one at a time and therefore get a +1 power counter per minion?

A: No. Those cards move several minions simultaneously. So, all the selected minions move at once and all of them are destroyed at the same time, so it counts as a single destruction. However, you still get one +1 power counter per minion destroyed.

Rule: Do exaclty what the card says.

Q: Another player plays Bear Hug/Unfathomable Goals/Griefer (and makes me destroy one of my minions)/Fate of the Favorites. I choose to destroy my minion on Shark Reef. Who gets the +1 power counter?

A: You did the destruction, so you get credit for destroying the minion and get the counter, not the player who played the card.

Rule: If a card specifies another player to carry out an effect, that player gets the credit for the effect, not the card player.[2]


Questions on The Deep Edit

Q: What if Brownie is affected by a base's ability that triggers when a player plays a card? (e.g. The Deep)

A: The card that affects Brownie is the base, not the card that was played by the player, so Brownie's ability doesn't trigger.

Rule: Do exactly what the card says.

Q: If I play a Howler on The Deep, Howler becomes power 4, so I can use The Deep's ability, right?

A: No. Playing a Howler is treated as having played a minion of power 2 (its printed power). It only becomes power 4 after you play it.

Rule: If it's not in play, a minion's power is equal to its printed power.

Q: If I play a Weed Eater on The Deep, can I use The Deep's ability?

A: Yes. Playing a Weed Eater is treated as having played a minion of power 5 (its printed power). You must then resolve Weed Eater's ability, so it becomes a power 3. When you activate The Deep's ability, you can only destroy a minion of power 2 or less there.

Rule 1: If it's not in play, a minion's power is equal to its printed power.

Rule 2: Resolve the played card's ability completely, then resolve any card reactions.


Questions on Tornado Alley Edit

Q: Can I move another player's minion or am I limited to the minions I control?

A: You can move any minion in play, even another player's minion or an uncontrolled monster.

Rule: "A minion" means "any minion in play".


Questions on Trailer Park Edit

Q: I move a power-2 minion on Trailer Park where another player has a Cub Scout. Is the minion destroyed?

A: It depends. Both Trailer Park's and Cub Scout's abilities are activated after you're done moving the minion. According to the rules, it's the current player who decides the order in which these two cards are activated. If Trailer Park is activated before Cub Scout, the minion gets a +1 power counter and therefore is power 3 and and survives to Cub Scout. However, if Cub Scout is activated before Trailer Park, the minion is destroyed by Cub Scout and when you want to resolve Trailer Park's ability, the minion can't receive the +1 power counter as it is no longer in play.

Rule 1: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Rule 2: The current player decides the order of events that are supposed to happen simultaneously.


Questions on Wooden Horse Edit

Q: I have a minion on Wooden Horse. If I play an action to move it to another base, can I give it +2 power?

A: No. You resolve your action before activating the base's ability, so when you activate Wooden Horse, your minion has already moved and is no longer eligible.

Rule: Resolve the played card's ability completely, then resolve any card reactions.

Q: I have a minion on Wooden Horse. I play an action (ability is irrelevant) and give +2 power to my minion. If I play an extra action and move the minion to another base, does my minion keep its +2 power?

A: Yes. The power boost was given to the minion when you used the base's ability and it sticks with it.

Rule: Do exactly what the card says.


Questions on Wyrm's Desolation Edit

Q: It doesn't say that minions have a minimum power of 0 like other cards (e.g. Glymmer, Poison, Sleep Spores). So a minion's power can go negative with this card, right?

A: No. Those other cards only reminded you of the general rule that "minion power is never reduced below zero". Even if the card doesn't remind you of it, it's still one of the rules of Smash Up that you must keep in mind.

Rule: Minion power is never reduced below zero.

Cease and Desist Edit

Questions on Changing Room Edit

Q: If a minion with Leader of the Pack/Moontouched/Monkey on Your Back is on Changing Room, does the minion get +1 power when I use this action's talent?

A: Changing Room's clarification does mention activating when using a talent of an action on a minion there, but it's not clear if it's limited to talent-granting action or talent actions. TBD

Rule: TBD


Questions on Hive of Scum and Villainy Edit

Q:

A:

Rule:


Questions on Neutral Space Edit

Q: Can the minions there still be affected by minions played on other bases? (e.g. Flower Child, Mr. Grumpers, Snow White)

A: Sure. The ability only states that they are not affected "by other players' minions here." So that doesn't include minions on other bases.

Rule: Do exactly what the card says.


Questions on No-Moon™ Edit

Q: How are we supposed to determine a random base without messing around with the cards in play? We don't want to have to pick up all the other bases, memorize where each one was, then have a player randomly pick one.

A: You can just assign a number to those bases, and roll a die or use a randomization app. Use your preferred method.

Rule: N/A


Questions on Spikey Chair Room Edit

Q: If I want to use this base's ability, do I have to destroy the minion I played?

A: No, you can destroy any minion in play that you own.

Rule: "A minion" means "any minion in play".

Q: If I want to use this base's ability, do I have to destroy a minion that I control?

A: No, you destroy a minion in play that you own, whether or not you control it.

Rule: "A minion" means "any minion in play".

Q: If I play a minion there, but it is then moved or removed from play on the same turn, can I still use this base's ability?

A: Yes, the check is on whether or not you have played a minion there, it doesn't matter if the minion doesn't stay on the base.

Rule: Do exactly what the card says.


Questions on Unicrave Edit

Q: When this base scores, I have a titan there. Since the base leaves play, do I remove my titans?

A: Under normal circumstances, yes, but here the base tells you to "Keep all cards on it". Titans being cards, your titan remains in play and goes on the base that replaces Unicrave.

Rule: Often, card text and rules text will conflict. When there's a fight, card text wins.


Questions on USS Undertaking Edit

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A:

Rule:


Questions on Wintersquashed Edit

Q: If I play and give control of a minion there with an on-play ability (e.g. Invader), who uses the ability?

A: You. When you play the minion, you must resolve its ability first, then you must resolve card reactions. Wintersquashed's ability is a reaction to you playing a minion on it, so its ability comes after you're done resolving your minion's ability.

Rule: Resolve the played card's ability completely, then resolve any card reactions.

What Were We Thinking? Edit

Questions on Ancient Temple Edit

Q: At the start of my turn, I have only one minion there, so it gains +5 power. Does it keep it if it is moved to another base?

A: No. It will only have it while it is on Ancient Temple. It will lose while it is on another base.

Rule: Do exactly what the card says.
Q: At the start of my turn, I have only one minion there, so it gains +5 power. If I play another minion there during the turn, does it lose the +5 power?
A: No. It only needed to be alone at the start of your turn. So once it got it, it will keep it until the end of the turn as long as it remains on Ancient Temple.

Rule: "Until the end of the turn" means the effect persists until the stated deadline.
Q: At the start of my turn, I have only one minion there, so it gains +5 power. I move it to another base, so it loses it. Then I move it back to Ancient Temple. Does it get back its +5 power?
A: Yes. It has +5 power while it is on Ancient Temple, and not on the other bases.

Rule: Do exactly what the card says.


Questions on City of Gold Edit

Q: Do I have to have only one minion there to gain 1 VP?

A: No, you must have at least one there at the start of your turn to gain 1 VP.

Rule: Do exactly what the card says.


Questions on Grandma's House Edit

Q:

A:

Rule:


Questions on Lake Minnetonka Edit

Q: I move a power-2 minion on Lake Minnetonka where another player has a Cub Scout. Is the minion destroyed?

A: It depends. Both Lake Minnetonka's and Cub Scout's abilities are activated after you're done moving the minion. According to the rules, it's the current player who decides the order in which these two cards are activated. If Lake Minnetonka is activated before Cub Scout, the minion gets a +1 power and therefore is power 3 and and survives to Cub Scout. However, if Cub Scout is activated before Lake Minnetonka, the minion is destroyed by Cub Scout and when you want to resolve Lake Minnetonka's ability, the minion is no longer in play.

Rule 1: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Rule 2: The current player decides the order of events that are supposed to happen simultaneously.

Q: I move a power-4 minion on Lake Minnetonka where another player has a Leprechaun. Is the minion destroyed?

A: It depends. Both Lake Minnetonka's and Leprechaun's abilities are activated after you're done playing the minion. According to the rules, it's the current player who decides the order in which these two cards are activated. If Lake Minnetonka is activated before Leprechaun, the minion gets a +1 power and therefore is power 5 and and survives to Leprechaun. However, if Leprechaun is activated before Lake Minnetonka, the minion is destroyed by Leprechaun and when you want to resolve Lake Minnetonka's ability, the minion is no longer in play.

Rule 1: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Rule 2: The current player decides the order of events that are supposed to happen simultaneously.


Questions on Out in the Woods Edit

Q: What is that ability? It doesn't change the scoring at all since all the players get the bonus.

A: Actually, it can change the scoring. When the base scores, suppose you have a single impressive power-10 minion and another player has four boring power-2 minions. You're in the lead with 10 power, while they have 8 power. When you apply Out in the Woods's ability, you only get +1 power (=one minion), for a total of 11, while your opponent gets +4 power (=four minions), for a total of 12. So the scoring changed.

Rule: Do exactly what the card says.


Questions on Palooza Edit

Q:

A:

Rule:


Questions on Retirement Community Edit

Q: Can I choose another player's minion that I took control of and put it on or under my deck?

A: You can choose any minion you control, but if you don't own it, it will go on the top or bottom of its rightful owner's deck.

Rule: When a card leaves play, the card goes back to its owner's hand, deck, or discard pile.


Questions on Under the Bed Edit

Q: If I played minions on two other bases, do I get one or two extra minions on Under the Bed?

A: Only one extra minion.

Rule: Do exactly what the card says.

Smash Up All-Stars Event Kit Edit

Questions on Locker Room Edit

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A:

Rule:


Questions on Stadium Edit

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Rule:


Big in Japan Edit

Questions on Akihabara High Edit

Q: If I play 3 power-2 minions on Akihabara High in one turn, how much power do I have there?

A: 9 = 4 + 3 + 2. The first minion is power 2. The second minion is power 2 and boosts the first minion to power 3. The third minion is power 2 and boosts the first minion to power 4 and the second minion to power 3. Unlike Swashbuckling and Howl, the power boost does not apply to minions played in the future.

Rule: Do exactly what the card says.


Questions on Critter Combat Club Edit

Q: On the same turn, if I play the extra minion there, move it to another base and score Critter Combat Club, do I still place the extra minion on the bottom of my deck at the end of the turn?

A: Yes, if the minion is still under your control, even if Critter Combat Club isn't there anymore, it's still "programmed" to be placed under your deck.

Rule: Do exactly what the card says.


Questions on Itty City Edit

Q:

A:

Rule:


Questions on Juice Bar Edit

Q: Before this base scores, I play Lightning Rescue! and an action, how many times do I gain +2 power?

A: Twice. Once for Lightning Rescue, because you used its Special ability, and a second time for the other action, because it is played "as a special action".

Rule: Do exactly what the card says.
Q: Before this base scores, I have a Mole there and use its ability to play an action, how many times do I gain +2 power?
A: Once, for the action because it is played "as a special action". Mole's own ability is an Ongoing, not a Special ability.

Rule: Do exactly what the card says.
Q: Before this base scores, I play Hidden Ninja and a minion, how many times do I gain +2 power?
A: Once, for Hidden Ninja, because you used its Special ability. The minion itself is not played as a Special.

Rule: Do exactly what the card says.
Q: Before this base scores, I play It's a Trap! and the revealed action, how many times do I gain +2 power?
A: Once, for It's a Trap!, because you used its Special ability. The revealed action itself is not played as a Special.

Rule: Do exactly what the card says.


Questions on Kaiju Island Edit

Q: I already have a titan there. Can I play a second titan there from now on? Or on another base?

A: No and no. Since you already have a titan in play, you are forbidden from playing another titan. Kaiju Island's ability only prevents titans from clashing with other players' titans there. Not being allowed to play a second titan doesn't involve making a titan leave, so Kaiju Island's ability doesn't apply at all.

Rule: You may not play a titan if you already control a titan in play.
Q: What happens if Kaiju Island's ability is cancelled?
A: When it's cancelled, nothing. The titans there don't clash. However, if a titan is later played or moved to there, they all clash. Compare the total powers of all the players with titans there. The weaker players must remove their titan until only one player has a titan there or until all the remaining players with titans are tied for power. If several players are tied for power, if one of them is the player who just played or moved the titan, that titan is removed from play as well. If there's still a tie for power, the last remaining titans remain on the base until the next clash.
Rule: Do what the card says, especially when clarified in the rules.


Questions on Moon Dumpster Edit

Q: At the start of the game, Moon Dumpster is one of the bases in play. Do we resolve its ability before or after drawing our hands of five cards?

A: Before.

Rule: Do what the card says, especially when clarified in the rules.


Questions on Q Point Edit

Q: Does this mean that if I have 2 indestructible minions and 1 that can be destroyed, I can choose to destroy only 2 indestructible minions and all 3 minions will remain as the result?

A: Yes. Basically, when you resolve Q Point's ability, each player just chooses one of their minions or actions there to spare and destroy all the rest of their minions and actions on Q Point. If you have indestructible minions or on-base actions among the cards you chose to destroy, those are not destroyed, obviously.

Rule: Do exactly what the card says.


Questions on Tokyo Edit

Q: When this base scores, I have no minions there, but I still gained some power from playing an action. Can I still gain VPs if my total power is among the top three there?

A: Yes. You are eligible for the base reward if you have at least one minion or at least 1 power there.

Rule: A player must have at least one minion or 1 power on a scoring base to be eligible to receive victory points.

References Edit

  1. https://boardgamegeek.com/article/23716024#23716024
  2. 2.0 2.1 2.2 2.3 2.4 2.5 https://boardgamegeek.com/article/22554680#22554680
  3. https://boardgamegeek.com/article/22554680#22554680

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