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Using spells and teamwork and weaponized cuteness they Smash Bases! - AEG

Moonlight, dreams, love, and starshine! OMG, it’s so kawaii!!!! The Magical Girls are undoubtedly cute, but they will surprise you with what they can do with their spells. And they work together as a team. Evil will have no chance against these girls.

- Big in Japan rulebook

The Magical Girls are one of the 4 factions from the Big in Japan set.

Magical Girls tag team and coordinate their abilities to overcome all challenges together.

Other factions from the same set: Itty Critters, Kaiju, Mega Troopers.

Cards[]

Magic Girls-0

The Magical Girls have the usual 10 minions and 10 actions. They are also one of the rare factions to have a titan. The total minion base power (not counting any abilities) is slightly lower than usual at only 28 or an average of 2.8 per minion compared to the usual 30 and 3.

Among their actions, there are:

  • 1 play-on-minion action: Magical Staff,
  • 0 play-on-base actions,
  • 9 standard actions (4 that affect one or more minions, in bold): Celestial Teleport (2x), Coordination (2x), Coronet Attack, Kiss the Sky Spell, Lunar Healing Love Spell, Purge the Demon, Silver Shard,
  • 1 action that directly increases a minion's power: Magical Staff.

Minions[]

1x Lunar Captain - power 5 - Talent: Choose a minion in your discard pile with power less than or equal to the number of your minions here, and place it into your hand. FAQ

1x Sakura Warrior - power 4 - Talent: Reduce a minion’s power here by the number of your minions here until the start of your next turn. FAQ

1x Technomagical Lass - power 4 - Talent: Destroy a minion you don’t control here with power less than or equal to the number of your minions here. FAQ

1x Bewitching Gal - power 3 - Talent: Reduce the breakpoint of this base by the number of your minions here until the end of the turn. FAQ

1x Fancy Suit Lad - power 3 - Ongoing: Your other minions here are not affected by other players’ cards. FAQ

1x Power Maid - power 3 - Talent: Choose a minion with power less than or equal to the number of your minions here, and move it to or from here. FAQ

1x Black Magicat - power 1 - Search your deck and/or discard pile for Lunar Captain and place it into your hand. FAQ

1x White Magicat - power 1 - Search your deck and/or discard pile for Power Maid and place it into your hand. FAQ

2x Rainbow Girl - power 2 - Your other minions here gain +1 power until the end of the turn. FAQ

Actions[]

2x Celestial Teleport - Move one of your minions to another base. FAQ

2x Coordination - Play either an extra minion or Walking Castle. FAQ

1x Coronet Attack - Destroy a minion you don’t control with power less than or equal to the number of your minions at the same base. FAQ

1x Kiss the Sky Spell - Place a minion from your discard pile into your hand. You may play an extra action this turn. FAQ

1x Lunar Healing Love Spell - Choose a minion in each player’s discard pile and place it into its owner’s hand. FAQ

1x Magical Staff - Play on your minion. Ongoing: This minion gains +1 power. When this minion goes to the discard pile, place it on top of your deck instead. FAQ

1x Purge the Demon - Choose a card. Destroy an action on it, OR remove all counters on it. FAQ

1x Silver Shard - All players shuffle all minions in their discard piles into their decks. FAQ

Titan[]

1x Walking Castle - Special: Instead of your regular minion play, you may play this card on a base where you have at least two minions. Ongoing: Your minions here cannot be destroyed by other players’ abilities. Talent: Move this titan and up to three of your minions here to another base. FAQ

Magical Girls

Bases[]

Clarifications[]

Here are the official clarifications as they appear in the Big in Japan rulebook:

Bewitching Gal, Sakura Warrior: The amount of reduction is calculated once, and does not change even if the number of minions there changes.

Black Magicat, White Magicat: It is now part of the rules that cards that tell you to search your deck also require that you reveal the card searched for, and shuffle your deck afterwards.

Purge the Demon: You may choose any card, including a base or a titan.

Walking Castle: You may play these instead of a regular minion play whether or not you have any minions in hand. No restrictions on minion play apply to titan play.

Rainbow Girl: This does not affect minions played after this card. (added by The Bigger Geekier Box)

Mechanics[]

Almost every Magical Girl minion is unique from one another, but almost all their abilities scale with the number of your minions on the same base. They start off weak and lonely, then become very powerful as they support one another's abilities. Their abilities tend toward mobility between bases and recovery from the discard pile, but each member of the team has a unique function strengthening the whole.

As part of the Big in Japan set, Magical Girls have a titan, Walking Castle.

Talent Time![]

Each of the stronger half of Magical Girl minions has a talent. The order in which you use them often makes a difference, since you can manipulate how many minions you have grouped up, with the most potency at the moment they have the largest numbers. Talents have only one use per turn; don't be careless with them.

Walking Castle protects your minions and also has a talent, useful for splitting up the team to stall for time, or gathering it up for a coordinated play.

Tag Team![]

The Black and White Magicats and their partners Lunar Captain and Power Maid, respectively, have a special tag team dynamic. The Magicats summon their partners wherever they may be. They are the only two Magical Girl minions (and usually no one else's factions have any) that Lunar Captain and Power Maid can summon if they are alone, since both have 1 power. The Magicats then help handle more common minions of power 2, 3, etc.

The harsh, paradoxical reality is that the more of your minions you have together on one base, the sooner yourself or your opponents will break that base and remove them from play, leaving you weakened. If they aren't all needed to win a base, you should move the excess away for later use. Splitting them up to preserve them is sometimes preferable, since Magical Girls don't play many extra minions. On the other hand, your minions may be separated and would win you a base if only they were in a larger group.

Minions vs Actions[]

For the most part, Magical Girl minions and actions have similar abilities. Some factions can't function without their key actions, but for Magical Girls they merely assist with what their minions and titan already do. This makes Silver Shard better for Magical Girls than many other factions. Magical Staff and Coordination are good actions, as is Purge the Demon.

Strategy[]

Magical Girls are by no means a simple faction. Their overall power and burst potential is a bit lacking, so exploitation of their talents is a must. Powering up those talents is a tricky business, because as mentioned above, gathering your minions together makes them more likely to leave the game. Good foresight and arithmetic skills will greatly aid you.

Assembling good team synergy is time-consuming and often left to chance, so it is worth it to preserve a few core team members - notably Lunar Captain, Power Maid, and Sakura Warrior - from remaining on bases when they score, using your other minions instead. Keeping Magicats on hand gives you more flexibility with Lunar Captain and Power Maid. Reducing the power of your own minions with Sakura Warrior is a risky move that can keep your minions on the bases until you can secure a clear victory.

Bait and Switch, an advanced maneuver, is your best method for breaking bases. Between Walking Castle, Power Maid, and Celestial Teleport, Magical Girls are highly mobile, and well protected by Walking Castle and Fancy Suit Lad. Power Maid can also move enemy minions. Magical Girls need a lot of space to shuffle around their minions, so it is a good idea to target and bully other titans early before they can threaten you.

Bases[]

Despite its association with Magical Girls, Q Point is pretty unfavorable for them. Cards that do well there are titans that accumulate power counters and those that don't specify what can't destroy them; in Magical Girls' case, their protections are only against other players, not bases. If Walking Castle or Fancy Suit Lad did work here, it would be an auto-win for Magical Girls. As it is, the best they can do is weaken the competition around them with Sakura Warrior.

Akihabara High is better for them, but especially favors factions that can play multiple minions in one turn. There are many others better at this than Magical Girls.

Synergy[]

Magical Girls perform well with minion-focused factions and those whose minions have low starting power that gain bonus power at the moment you need it later on.

  • Robots: So. Much. Teamwork. Keep replaying Mister Alpha! Magical Girl actions are largely situational, so you probably won't play them every turn, but don't forget to power up Tech Center.
  • Ghosts: A surprisingly effective combination, using Magical Girls' talents to overcome having a small hand. If you need extra or specific minions from your discard pile, Lunar Captain provides them, and helps mitigate discarding minions from your hand to power Ghost abilities.
  • Shapeshifters: G.E.L.F. can fetch most any Magical Girl minion save for Lunar Captain, and if used to fetch Black Magicat, can indirectly fetch her as well. Since Mimics have a printed power of 0, Lunar Captain can recover them for free.
  • Mythic Horses: Mythic Horses like having lots of minions on bases, Magical Girls like having lots of minions on bases. Their strategies naturally go hand-in-hand (or hand-in-hoof, as the case may be). Magical Girls offer a lot of control and recursion to compliment Mythic Horses' focus on increasing power. Coordination is a fine compliment to Togetherness Power for extra minion plays, and Adventure Power is great for converging your minions onto one base.
  • Superheroes: Lunar Captain is a fantastic target for Mild-Mannered Citizen, as she can easily retrieve the Citizen, letting you play the same Citizen over and over again. Both factions have lots of actions that either place minions from your discard pile into your deck or return them to your hand, making it easy to play them again and again.
  • Itty Critters: The Magicats and Rainbow Girls are prime minions for Critter Champion and Critter Coaches to fetch, and the Magical Girls' "number of minions matter" effects can be powered up quickly by extra minion plays. Magical Staff, Kiss the Sky Spell, and Lunar Healing Love Spell can get Critter Champion and Critter Coach back, while Silver Shard can shuffle power 2s back into the deck.

External Strategy Guides[]

FAQ[]

Questions on Lunar Captain[]

Q: Do I count the number of minions in my discard pile or on Lunar Captain's base?

A: Lunar Captain's base.

Rule: “Here” refers to the base that the card currently occupies, or to the base itself if a base says “here”.

Q: I must consider the number of "my minions" on the base. Do minions I own that I don't control also count? I don't control them but I "own" them, so they are "my" minions, right?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

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

Q: I already have ten cards in hand. What happens if I decide to use this talent? Do I place the chosen minion in my hand and immediately discard a card?

A: It is placed in your hand and you don't discard any card until your upcoming Draw 2 Cards phase. At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: You wait until your Draw 2 Cards phase to discard down to 10; if your hand is bigger than 10 at other times of the game, that’s okay.


Questions on Sakura Warrior[]

Q: I must consider the number of "my minions" on the base. Do minions I own that I don't control also count? I don't control them but I "own" them, so they are "my" minions, right?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

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

Q: If I reduce a minion's power here and if the minion or Sakura Warrior is later moved to another base on the same turn, does its power remain reduced?

A: Yes. When you use Sakura Warrior's talent, the minion's power is reduced by a set amount and that amount remains the same until the start of your next turn, no matter what happens next.

Rule: An effect “until Y” lasts until Y even if the card that caused it leaves play or moves away, or even if any precondition stops being true.


Questions on Technomagical Lass[]

Q: Does this mean I can destroy a minion with power N or less on any base, not exactly on the base where I have N minions?

A: No, her ability destroys a minion that you don't control on her base.

Rule: “Here” refers to the base that the card currently occupies, or to the base itself if a base says “here”.

Q: I must consider the number of "my minions" on the base. Do minions I own that I don't control also count? I don't control them but I "own" them, so they are "my" minions, right?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

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

Q: Why does it say "a minion you don't control"? Wouldn't it have be simpler to say "another player's minion"?

A: If it wasn't worded that way, you wouldn't be able to destroy an uncontrolled monster.

Rule: Uncontrolled monsters are not "other players' minions" for any players, but each player is “another player” to uncontrolled monsters.


Questions on Bewitching Gal[]

Q: If I reduce Bewitching Gal's base's breakpoint and later move Bewitching Gal to another base, what happens to its former base's breakpoint and its new base's breakpoint?

A: Nothing. When you use Bewitching Gal's talent, its current base's breakpoint is reduced by a set amount and that amount remains the same and is applied to the same base until the end of the turn, no matter what happens next.

Rule: An effect “until Y” lasts until Y even if the card that caused it leaves play or moves away, or even if any precondition stops being true.

Q: I must consider the number of "my minions" on the base. Do minions I own that I don't control also count? I don't control them but I "own" them, so they are "my" minions, right?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

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


Questions on Fancy Suit Lad[]

Q: It protects "my other minions". Does it also protect minions I own that I don't control? I don't control them but I "own" them, so they are "my" minions, right?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

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

Q: An opponent plays Bear Hug (or Unfathomable Goals, Griefer, Out of Sight), forcing me to affect one of my minions. Can I choose one of my minions on the same base as Fancy Suit Lad (other than Fancy Suit Lad, of course)? If so, does Fancy Suit Lad protect it?

A: First of all, you can indeed choose any of your minions, but you must choose one if you have any in play. Secondly, since the cause of the affect is "another player's card", then yes, Fancy Suit Lad protects your minion.

Rule: The card you target may be immune to the effects of the ability you are performing, but it is still a valid target.


Questions on Power Maid[]

Q: Can I only target a minion on Power Maid's base?

A: You can target a minion on any base. If you choose a minion on a different base than Power Maid's, it can only be moved to Power Maid's base.

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

Rule: If there are no limits, there are no limits.

Q: Can I choose a minion in stasis?

A: No, cards in stasis cannot be chosen by cards that do not explicitly state cards in stasis can be chosen.

Rule: Cards in stasis may not be affected by, or chosen as the target of, any ability that does not refer to stasis.


Questions on Black Magicat[]

Q: It doesn't say to shuffle my deck, so I don't have to shuffle it at all, right?

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

Rule: After searching a deck it must be shuffled.

Q: It doesn't say to reveal the Lunar Captain, so how do I prove that I did take it?

A: Actually, you have to reveal it. It is now part of the rules that if you search your deck for a card, you must reveal it, even if the card doesn't specifically tell you to.

Rule: If you “search” a deck or discard pile for a card you must reveal the card chosen.

Q: After playing this card, I (somehow) have more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: You wait until your Draw 2 Cards phase to discard down to 10; if your hand is bigger than 10 at other times of the game, that’s okay.


Questions on White Magicat[]

Q: It doesn't say to shuffle my deck, so I don't have to shuffle it at all, right?

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

Rule: After searching a deck it must be shuffled.

Q: It doesn't say to reveal the Power Maid, so how do I prove that I did take it?

A: Actually, you have to reveal it. It is now part of the rules that if you search your deck for a card, you must reveal it, even if the card doesn't specifically tell you to.

Rule: If you “search” a deck or discard pile for a card you must reveal the card chosen.

Q: After playing this card, I (somehow) have more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: You wait until your Draw 2 Cards phase to discard down to 10; if your hand is bigger than 10 at other times of the game, that’s okay.


Questions on Rainbow Girl[]

Q: If I play Rainbow Girl and then play another minion there afterward, does the new minion get +1 power from the Rainbow Girl?

A: The official answer is yes[1].

A: UPDATE. The Bigger Geekier Box now rules that it only increases the power of minions currently in play at the time the card is played, and not the power of minions played afterwards.

Rule: Abilities that say “Do X until Z” (e.g. “Each of your minions gains +1 power until the end of the turn”) only affect the cards currently in play, not those played after that ability triggers.

Q: I play Rainbow Girl and boost my minions. If an opponent manages to take control of one of my minions before Rainbow Girl expires (e.g. The Base Is Not Enough, Can Has Cheeseburger?), does the minion keep its boost?

A: No. Rainbow Girl only boosts your minions. If one of them is later controlled by another player, it's no longer your minion and Rainbow Girl doesn't affect it anymore.

A: UPDATE. Because of how The Bigger Geekier Box now rules this card, Rainbow Girl should be treated as giving the +1 power to all your minions as a definitive effect, which means that the restriction that only your minions are affected only matters when Rainbow Girl is played. Afterwards, if the minion's controller changes the +1 power still remains applied to it until the end of the turn.

Rule: An effect “until Y” lasts until Y even if the card that caused it leaves play or moves away, or even if any precondition stops being true.

Q: If I play Rainbow Girl and then move a minion to the targeted base. Does the minion get +1 power from Rainbow Girl?

A: Yes. Its effect still persists until the end of the turn, so any minion on the targeted base gets the boost.

A: UPDATE. The Bigger Geekier Box now rules that the power boost is granted as a definitive effect. The restriction to the base is only for when the card is played, so minions that didn't get the boost won't get it by later moving on the base.

Rule: Abilities that say “Do X until Z” (e.g. “Each of your minions gains +1 power until the end of the turn”) only affect the cards currently in play, not those played after that ability triggers.

Q: If I play Rainbow Girl and then move another minion from the targeted base to another base. Does the minion lose the +1 power from Rainbow Girl?

A: Yes. Its effect still persists until the end of the turn, so any minion on the targeted base gets the boost and any minion moved away from it loses it.

A: UPDATE. The Bigger Geekier Box now rules that the power boost is granted as a definitive effect. The restriction to the base is only for when the card is played, so minions that got the boost still keep it if they are moved to a different base.

Rule: An effect “until Y” lasts until Y even if the card that caused it leaves play or moves away, or even if any precondition stops being true.

Q: If I play Rainbow Girl and then move it to another base. Do my minions on the previous base lose the +1 power from Rainbow Girl and my minions on Rainbow Girl's new base get +1 power?

A: No and no. The targeted base is determined when and only when Rainbow Girl is played (it is an on-play ability after all). Even if Rainbow Girl is later moved to another base or even removed from play, the minions that got the +1 power keep it, and the minions that didn't get it don't gain it.

Rule: An effect “until Y” lasts until Y even if the card that caused it leaves play or moves away, or even if any precondition stops being true.

Q: It gives +1 power to "my other minions". Does it also give +1 power to minions I own that I don't control? I don't control them but I "own" them, so they are "my" minions, right?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

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


Questions on Celestial Teleport[]

Q: It tells me to move "one of my minions". Can I move a minion I own that I don't control? I don't control it but I "own" it, so it's "my" minion, right?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

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

Q: Can you move a minion from stasis to a base?

A: No, cards in stasis cannot be affected by cards that do not explicitly state they work on cards in stasis.

Rule: Cards in stasis may not be affected by, or chosen as the target of, any ability that does not refer to stasis.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: - If Diva copies it, Diva is considered as indirectly affected by the action and is moved to the same base as the minion that was directly affected by the action.
- If Dancing King copies it onto a minion (it can be itself), that minion is considered as indirectly affected by the action and is moved to the same base as the minion that was directly affected by the action. Note that while the action is restricted to a minion controlled by the action player, the effect's copy still works if applied to a minion not controlled by that player.
- If We are Family copies it, the minion it is on is considered as indirectly affected by the action and is moved to the same base as the minion that was directly affected by the action. Note that while the action is restricted to a minion controlled by the action player, the effect's copy still works if applied to a minion not controlled by that player.
- With Funky Town, you can only copy it if you're the one who played the action and if it moves one of your minions away from Funky Town, but if Funky Town does copy it, the minion is considered as indirectly affected by the action and is moved to the same base as the minion that was directly affected by the action

Rule: Do exactly what the card says.


Questions on Coordination[]

Q: An opponent is playing with the Magical Girls. I manage to get their Coordination card (e.g. Trade, Mass Enchantment, Min-Maxing, Word of Recall) What happens if I choose the "play Walking Castle" option?

A: It depends. First, if you already control a titan, you won't be able to play another titan anyway. Second, if there's no Walking Castle out of play, you can't play it because it's already in play and you won't gain control of one that's already in play either as that's not what Coordination does. Other than that, if you are able to play a titan and if there's a Walking Castle that's currently out of play, you can play it and you have control of it, even if you're not that Walking Castle's owner.

Rule: If you play a titan you don't own, you get control of it.

Rule: If you already control a titan in play, you can't play another one.

Q: If I choose to play Walking Castle, do I have to match its Special playing condition, i.e. having at least two minions on its base?

A: No, because you play it with Coordination, which doesn't have such restrictions. That restriction only matters if you play Walking Castle using its own Special ability.

Rule: Titans may be played on a base when a card — including the titan itself, says you can play them.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it doesn't affect any minions in play and so its effect can't be copied.

Rule: Do exactly what the card says.


Questions on Coronet Attack[]

Q: Does this mean I can destroy a minion with power N or less on any base, not exactly on the base where I have N minions?

A: No, its ability destroys a minion you don't control on the same base as your N minions.

Rule: Do exactly what the card says.

Q: I must consider the number of "my minions" on the base. Do minions I own that I don't control also count? I don't control them but I "own" them, so they are "my" minions, right?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

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

Q: Why does it say "a minion you don't control"? Wouldn't it have be simpler to say "another player's minion"?

A: If it wasn't worded that way, you wouldn't be able to destroy an uncontrolled monster.

Rule: Uncontrolled monsters are not "other players' minions" for any players, but each player is “another player” to uncontrolled monsters.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: - If Diva copies it, Diva is considered as indirectly affected by the action and is destroyed, regardless of Diva's power.
- If Dancing King copies it onto a minion (it can be itself), that minion is considered as indirectly affected by the action and is destroyed, regardless of the minion's power.
- If We are Family copies it, the minion it is on is considered as indirectly affected by the action and is destroyed, regardless of the minion's power.
- With Funky Town, you can only copy it if you're the one who played the action and if you destroy one of your minions there, but if Funky Town does copy it, the minion is considered as indirectly affected by the action and is destroyed, regardless of the minion's power.

Rule: Do exactly what the card says.


Questions on Kiss the Sky Spell[]

Q: After playing this card, I (somehow) have more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: You wait until your Draw 2 Cards phase to discard down to 10; if your hand is bigger than 10 at other times of the game, that’s okay.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it doesn't affect any minions in play and so its effect can't be copied.

Rule: Do exactly what the card says.


Questions on Lunar Healing Love Spell[]

Q: This card seems to essentially give its benefits to the opponents. What is the point in using it???

A: Remember that you're the one who chooses which minion each player will get, so you better play this card when your opponents (or most of them) have a weak minion in their discard pile while you have a strong one in yours. This way you'll get a better benefit than your opponents. It's also interesting to use against the Zombies, especially by placing a Tenacious Z back in its player's hand, therefore forcing them to use a minion play if they want to play it. It can also be interesting against the Ghosts: If the Ghost player manages to end their turn with only two cards in hand, you can put a third card in their hand to weaken their cards in play, such as Haunting or Door to the Beyond.

Rule: N/A

Q: What if playing this card makes it so a player (myself included) have more than ten cards in hand? Do those players have to immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: You wait until your Draw 2 Cards phase to discard down to 10; if your hand is bigger than 10 at other times of the game, that’s okay.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it doesn't affect any minions in play and so its effect can't be copied.

Rule: Do exactly what the card says.


Questions on Magical Staff[]

Q: It tells me to play it on "my minion". Can I play it on a minion I own that I don't control? I don't control it but I "own" it, so it's "my" minion, right?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

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

Q: I play this on a minion that I control but don't own. When it goes to the discard pile, it goes on the top of my deck, right? That's what's written.

A: No, since you don't own it, it goes on the top of the card's owner's deck.

Rule: When a card that others can see goes to the hand, deck or discard pile, it goes to the one belonging to the card’s owner.

Q: An opponent plays this card on one of their minions. If I transfer it to one of my minions, e.g. with Tinx or Rules Lawyer, I have control of it, so if my minion goes to the discard pile, it goes on top of my deck, right? Or does the "Play on your minions" prevent me from transferring it to my minions?

A: No, transferring an action doesn't make you its controller and transferring it to a different player's minion doesn't grant that player control of the action. The action's controller simply doesn't change. Also, you can transfer it to your minions; "Play on your minions" is simply a restriction for when the action is played, and is no longer relevant once the action is in play and doesn't further restricts how the action can be transferred (because transferring is different than playing!) So, the player who played it still controls it, and therefore the action only addresses them and the ability must be interpreted from their point of view. So "place" means "they place" and "your deck" means "their deck", but because of the general rule that cards go back to their owners, it should actually be understood as "the card's owner's deck". In summary, what you just did by transferring the action to your minion is make it so when your minion goes to the discard pile, that player places on the top of the minion's owner's deck.

Rule: When you transfer an action, it doesn't change controller.

Rule: When a card that others can see goes to the hand, deck or discard pile, it goes to the one belonging to the card’s owner.

Q: Can you play it on a minion in stasis?

A: No, cards in stasis cannot be affected by cards that do not explicitly state they work on cards in stasis.

Rule: Cards in stasis may not be affected by, or chosen as the target of, any ability that does not refer to stasis.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it says "Play on your minion", which means that it is not a standard action.

Rule: Definition of "standard".


Questions on Purge the Demon[]

Q: If I play Purge the Demon, choose Storyteller’s Hut and choose to remove counters, do I also remove the -2 breakpoint counters on it? What happens to the base's breakpoint then?

A: Yes, you remove all counters on the base, that includes the particular kind of counters placed on it by its own ability and potential +1 power counters transferred to it by Expert Timing. As a result the base's breakpoint isn't reduced anymore and goes back to its printed/starting breakpoint as there are no more of its counters on it.

Rule: Do exactly what the card says.

Q: Can I choose a card in stasis?

A: No, cards in stasis cannot be chosen by cards that do not explicitly state cards in stasis can be chosen.

Rule: Cards in stasis may not be affected by, or chosen as the target of, any ability that does not refer to stasis.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: If the effect is "Destroy an action on it", it doesn't interact with them at all, because it doesn't affect any minions in play and so its effect can't be copied. Yes, destroying an action affects that action, but not the card (minion or base) it is on.
If the effect is "remove all counters on it" and the chosen card is a minion:
- If Diva copies it, Diva is considered as indirectly affected by the action and has all its +1 power counters on it removed, regardless of how many +1 power counters were directly removed (though it must be at least one, of course).
- If Dancing King copies it onto a minion (it can be itself), that minion is considered as indirectly affected by the action and has all its +1 power counters on it removed, regardless of how many +1 power counters were directly removed (though it must be at least one, of course).
- If We are Family copies it, the minion it is on is considered as indirectly affected by the action and has all its +1 power counters on it removed, regardless of how many +1 power counters were directly removed (though it must be at least one, of course).
- With Funky Town, you can only copy it if you're the one who played the action and if it affects one of your minions, but if Funky Town does copy it, the minion is considered as indirectly affected by the action and has all its +1 power counters on it removed, regardless of how many +1 power counters were directly removed (though it must be at least one, of course).

Rule: Definition of "affect".


Questions on Silver Shard[]

Q: This card seems to essentially give its benefits to the opponents. What is the point in using it???

A: It does give some benefit to your opponents, so you better use this card when you think you need it despite giving your opponents that advantage. For example, when most of your minions are in your discard pile and you won't be likely to draw one, it could be better to play this card rather than take the risk of running behind because you didn't manage to play a minion for a few turns. Alternatively, this card can be useful if an opponent relies on a well-organized deck (e.g. Grannies), thereby messing with their deck order, or if an opponent relies on having minions in the discard pile (e.g. Zombies).

Rule: N/A

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it doesn't affect any minions in play and so its effect can't be copied.

Rule: Do exactly what the card says.


Questions on Walking Castle[]

Main article: Titans

Q: When I move Walking Castle using its talent, do the moved minions all go to the same base?

A: Yes. The card text says to move the minions and Walking Castle to "another base", i.e. one other base.

Rule: Do exactly what the card says.

Q: The card says "Special" so I can use it outside of my turn, but why does the card also say "instead of your regular minion play"?

A: "Special" does not mean the card can be played out of turn. "Special" simply means that it's an ability that can be used when its condition is met. Whether it can be used out of turn, activated straight from your hand/discard pile, or if it can only be used when it's already in play (essentially being a synonym of Ongoing), it entirely depends on the wording. In the case of Walking Castle, the condition is "instead of your regular minion play", this means that you can only activate it when you have a regular minion play available, which is only on your turn and more specifically on your Play Cards phase. It cannot be played out of turn, because, outside of your own Play Cards phase, you don't have any regular minion plays to give up.

Rule: A Special ability will describe how it can be used.

Rule: “Instead of your regular minion play” means instead of the normal minion play allowed during your Play Cards phase; if used to play a non-minion card, no restriction on minion plays apply to that card play.

Q: An opponent plays Bear Hug (or Unfathomable Goals, Griefer), forcing me to destroy one of my minions. Can I choose one of my minions on the same base as Walking Castle? If so, does Walking Castle protect it?

A: First of all, you can indeed choose any of your minions, but you must choose one if you have any in play. Secondly, since the cause of the affect is "another player's ability", then yes, Walking Castle protects your minion from destruction.

Rule: The card you target may be immune to the effects of the ability you are performing, but it is still a valid target.

Q: If there's a restriction on where I can play a minion (e.g. Ice Castle, Overrun), does it also apply to Walking Castle if I play it instead of my regular minion play?

A: No, such a restriction only applies when you play a minion. If you convert your regular minion play into a titan play, you're playing a titan, not a minion, so the restriction doesn't apply.

Rule: “Instead of your regular minion play” means instead of the normal minion play allowed during your Play Cards phase; if used to play a non-minion card, no restriction on minion plays apply to that card play.

Q: Can I use its talent to move it and 0 of my minions to another base? Or do I have to move at least one of my minions if I have any there?

A: You can move Walking Castle alone whether or not you have minions on its base. You can move from 0 to 3 of your minions along with it.

Rule: Do exactly what the card says.

Rule: If there are no limits, there are no limits.

Q: A base is chosen to score. I have no minions there, but I have Walking Castle there. It is similar to a minion, right? So I can still get VPs from the base if 0 is among the top three total power, right?

A: No and no. Walking Castle is a titan, not a minion. To be eligible to receive VPs, you must have at least one minion or at least 1 total power on the base. If you have no minions and your total power there is 0, then you can't receive any VPs from the base. Now, if Walking Castle had any +1 power counters on it or gave you any total power (e.g. on Kaiju Island), then you would have at least 1 total power and be eligible. Otherwise, no.

Rule: A player must have at least one minion or 1 total power on a base to be eligible to receive its VP reward.

Q: I need to "have at least two minions". Do minions that I own but don't control also count? I don't control them but I "own" them, so I "have" them, right?

A: No. "Where you have a minion" means "where you control at least one minion (whether or not you own it)". Minions you just own but don't control don't count.

Rule: "Having" cards at a base means you control them.

Q: Does Walking Castle prevent the destruction caused by Q Point? I suppose so because Q Point is a Magical Girl base and bases help their faction.

A: No, Walking Castle protects against destruction caused "by other players’ abilities" and bases are not any players' abilities. Also, there's no rule about bases helping their associated faction, the tie is mainly thematic, even if there can be some mechanical overlap, but overall it's not always the case that a faction gets an advantage out of "its" bases, this is a good case in point.

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

Q: An opponent is playing with the Magical Girls. Their Walking Castle isn't in play. I have two minions on the same base and I haven't played my regular minion yet, I can then invoke Walking Castle through its Special ability and play it there, right?

A: No, only the player who has it next to their deck can play it.

Rule: Playable Special cards can only be played by their current possessor.

Trivia[]

  • The artist is Francisco Rico Torres, who also designed the art of many other factions.
  • Their divider (a "proper" titan-less one is in The Bigger Geekier Box) features Lunar Captain.
  • The font used for the Magical Girls cards is WishMF.
  • This faction is based on the mahou shoujo subgenre of anime, most notably Sailor Moon.
  • Walking Castle is based on Howl's Moving Castle.
  • Q Point is a reference to the D Point, a gateway to the dimension of enemies of Sailor moon.
    • The polar bears drinking coke are a reference to a Coca-cola commercial involving, well, polar bears drinking Coca-cola.

In other languages[]

Language Name Translation (if different)
Chinese 魔法少女
French Petites Magiciennes Little Girl Magicians
German Magische Mädchen
Hebrew ילדות קסומות
Italian Magical Girls
Russian Воины любви Warriors of Love


Big in Japan
Factions: Itty Critters  •  Kaiju  •  Magical Girls  •  Mega Troopers
Mechanics: +1 Power Counters  •  Titans
Sets
Main: Core Set  •  Awesome Level 9000  •  The Obligatory Cthulhu Set  •  Science Fiction Double Feature  •  Monster Smash  •  Pretty Pretty Smash Up  •  Smash Up: Munchkin  •  It’s Your Fault!  •  Cease and Desist  •  What Were We Thinking?  •  Big in Japan  •  That ’70s Expansion  •  Oops, You Did It Again  •  World Tour: International Incident  •  World Tour: Culture Shock  •  Smash Up: Marvel  •  Smash Up: Disney Edition  •  10th Anniversary  •  Excellent Movies, Dudes!
Big Boxes: The Big Geeky Box  •  The Bigger Geekier Box
Event Kits: All Stars Event Kit  •  TITANS Event Kit
Booster Packs: Smash Up All Stars  •  Smash Up Sheep Promo  •  Smash Up Penguins  •  Smash Up TITANS  •  Dead Reckoning Promo  •  Smash Up Goblins  •  Smash Up Knights of the Round Table  •  Smash Up Teens
Cancelled: World Tour Event Kit

References[]

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