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Loup garou

From howling at the moon, to cowing their pack, or ripping through town, the werewolves are here to assert their place as the alphas of Smash Up. Using their explosive power to beat down opponents, the werewolves will not relent in their drive to hunt and dominate all that stand against them.

- Monster Smash rulebook

The Werewolves are one of the 4 factions from the Monster Smash set.

The Werewolves focus on getting temporary boosts of power at certain moments of the game.

Other factions from the same set: Giant Ants, Mad Scientists, Vampires.

Cards Edit

Werewolves

The Werewolves have the usual 10 minions and 10 actions. The total minion base power (not counting any abilities) is the usual 30 or an average of 3 per minion. Additionally, the Werewolves have numerous abilities that boost minion power beyond its base value.

Minions Edit

1x Pack Alpha - power 5 - Special: Before this base scores, each of your minions here gains +1 power until the end of the turn.

2x Loup-Garou - power 4 - Special: Before this base scores, this minion gains +2 power until the end of the turn.

3x Teenage Wolf - power 3 - Talent: This minion gains +1 power until the end of the turn.

4x Howler - power 2 - This minion gains +2 power until the end of the turn.

Actions Edit

2x Chew Toy - Choose one of your minions. Destroy a minion with lower power at your minion's base.

2x Frenzy - Each of your minions with power 4 or more gains +1 power until the end of the turn.

1x Full Moon - Play on a base. Ongoing: Each of your minions here has +1 power.

1x Leader of the Pack - Play on a minion. Talent: If this minion has the highest power here, you may play an extra action.

1x Let the Dog Out - Choose one of your minions. Destroy any number of minions at your minion's base whose total power is less than or equal to your minion's power.

1x Marking Territory - Play on a base. Ongoing: At the start of your turn, if you have more total power here than each other player, reduce this base's breakpoint to zero.

1x Moontouched - Play on a minion. Talent: If this minion has the highest power here, draw a card.

1x Unstoppable - Play on a minion. Ongoing: This minion cannot be destroyed.

Werewolves

Bases Edit

Mechanics Edit

Werewolves are themed around temporary boosts in power (representing how werewolves only transform during the full moon). This can take many forms, boosts until the end of the turn, talent boosts each turn, and boosts as a base breaks. Because of this, Werewolves hugely favor breaking bases on their turn as that maximizes the amount of gains they have on a base. On your turn all Werewolf minions have the potential to be at 4 power (which is quite high) and exploit this by gaining many different advantages for being the most power minions at a base. This all together makes Werewolves particularly good at being first place at bases with the right timing.

FAQ Edit

Questions on Pack Alpha Edit

Q: It has a Special power that happens during a base break. Does it have to be in play to use the special or can it also be played straight from hand as a pump?

A: It must already be in play.

Rule: Abilities that say "Special: Before/after this base scores" can only be used when they're already in play.

Q: Does its ability mean as its base is about to score all your minions gain +1 or do they have +1 every turn before the base scores?

A: They only get +1 power when the base they're on is chosen to score, not every turn until their base scores.

Rule: "Before a base scores" means during the before-scoring step of any turn, the base being the one chosen to score.

Q: Before a base scores, during the step where before-scoring cards in hand are played, I play a Pack Alpha with Hidden Ninja. Is it too late now to trigger Pack Alpha's ability?

A: No, you can still activate it.

Rule: Do exactly what the card says.

Q: Before the base scores, my Pack Alpha there is activated. If I manage to play a minion there before the base scores (e.g. Shinobi, Hidden Ninja), does it also get +1 power?

A: Yes.

Rule: "Until the end of the turn" means the effect persists even if the card is removed from play.

Q: Before the base scores, my Pack Alpha there is activated and my First Mate there gains +1 power. After the base scores, I move First Mate to another base, does it keep having +1 power?

A: No. When Pack Alpha is activated, your minions only gain +1 power if they are on the base where Pack Alpha's ability was activated, so if a minion is moved to another base, it loses the +1 power because it is no longer on the base where Pack Alpha's ability was used.

Rule: "Until the end of the turn" means the effect persists even if the card is removed from play.

Q: Before the base scores, my Pack Alpha there is activated. Another player then moves my Pack Alpha to another base (e.g. Some Day My Prince Will Come). Do my minions on the scoring base lose the +1 power? Do my minions on Pack Alpha's new base get +1 power instead?

A: No to both. When Pack Alpha is activated, its ability designates the base where Pack Alpha currently is as the base where your minions get +1 power. Then, until the end of the turn, no matter what happens to Pack Alpha, whether it's being destroyed or moved to another base, that base remains the base where your minions get +1 power.

Rule: "Until the end of the turn" means the effect persists even if the card is removed from play.

Q: Before the base scores, my Pack Alpha there is activated. Another player then cancels my Pack Alpha's ability (e.g. Potion of Paralysis). Do my minions on the scoring base lose the +1 power?

A: No. When Pack Alpha is activated, its ability designates the base where Pack Alpha currently is as the base where your minions get +1 power. Then, until the end of the turn, even if Pack Alpha is removed from play or has its ability cancelled, that base remains the base where your minions get +1 power.

Rule: "Until the end of the turn" means the effect persists even if the card is removed from play.


Questions on Loup-Garou Edit

Q: It has a Special power that happens during a base break. Does it have to be in play to use the special or can it also be played straight from hand as a pump?

A: It must already be in play.

Rule: Abilities that say "Special: Before/after this base scores" can only be used when they're already in play.

Q: Does its ability mean as its base is about to score it gains +2 or does it have +2 every turn before the base scores?

A: It only gets +2 power when the base it's on is chosen to score, not every turn until its base scores.

Rule: "Before a base scores" means during the before-scoring step of any turn, the base being the one chosen to score.

Q: I am trying to figure out Loup Garou's ability. So if a base did not have enough power, his ability would not trigger right? Even if it's missing 2 power?

A: That's right. Its ability only triggers if the total power of all the players on a base matches or exceeds its breakpoint during the Score Bases phase. If it does not, the base doesn't score and Loup-Garou's ability doesn't trigger.

Rule: A base is ready to score if the total power of all the players on that base is higher or equal to its breakpoint during phase 3.

Q: Before a base scores, during the step where before-scoring cards in hand are played, I play a Loup Garou with Hidden Ninja. Is it too late now to trigger Loup Garou's ability?

A: No, you can still activate it.

Rule: Do exactly what the card says.

Q: Before the base scores, my Loup Garou there is activated. Another player then moves my Loup Garou to another base (e.g. Some Day My Prince Will Come). Does it keep its +2 power? What if its new base is then scored, does it now have +4 power?

A: Yes and yes. When Loup Garou is activated, its ability makes it gain +2 power. So, until the end of the turn, even if Loup Garou is moved to another base, it keeps its +2 power. If Loup Garou's new base is scored on the same turn, its ability is triggered again and it gains an additional +2 power.

Rule: "Until the end of the turn" means the effect persists even if the card is removed from play.

Q: Before the base scores, my Loup Garou there is activated. Another player then cancels my Loup Garou's ability (e.g. Potion of Paralysis). Does it lose the +2 power?

A: No. When Loup Garou is activated, its ability makes it gain +2 power until the end of the turn. So, until the end of the turn, even if Loup Garou has its ability cancelled, it keeps the +2 power.

Rule: "Until the end of the turn" means the effect persists even if the card is removed from play.


Questions on Teenage Wolf Edit

Q: Since it has a talent, which can be activated once a turn, we concluded that the werewolf player can activate that talent to make the teenage wolf a 4 power card each of their turns. We worried though that perhaps the intent was to have the Teenage Wolf only be power 4 during the turn it was played. Are we playing correctly to activate the talent each turn if desired and make the teenage wolf a 4 power repeatedly?

A: Yes, you played it correctly. A talent can be activated on each of the controller's turn.

Rule: A talent can be activated on each of its controller's turns.


Questions on Howler Edit

Q: When you play a Howler, it automatically becomes power 4, so can I play it on Tsar's Palace?

A: No, before it's in play a Howler has a power of 2. Its ability only happens once it's in play. So you cannot play Howler on Tsar's Palace.

Rule: Your minion and base choice must be a legal play.

Q: I have Full Moon on Tsar's Palace, so Howler will get +1 power from it. Can I now play it on Tsar's PalaceN

A: No, before it's in play a Howler has a power of 2. Its ability and any abilities in play only happen once Howler is in play. So you still cannot play Howler on Tsar's Palace.

Rule: Your minion and base choice must be a legal play.


Questions on Chew Toy Edit

Q:

A:

Rule:


Questions on Frenzy Edit

Q: If I play Frenzy and then play another minion of power 4 or more afterward, does the new minion get +1 power from Frenzy?

A: The official answer is yes[1].

Rule: Do exactly what the card official answer says.

Q: I play Frenzy and boost my minions. If an opponent manages to take control of one of my boosted minions before Frenzy expires, does the minion keep its boost?

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

Rule: "Until the end of the turn" means the effect persists even if the card is removed from play.

Q: I have a power 3 minion in play. I play Frenzy, so Frenzy doesn't affect it. On the same turn, I later increase my power-3 minion by 1. Does Frenzy affect it and give it an additional +1 power?

A: The official answer is yes[1].

Rule: Do exactly what the card official answer says.


Questions on Full Moon Edit

Q: An opponent plays this card on a base, so if I have a minion there, it gets +1 power, right?

A: No. Your opponent played the action, so they control it, and therefore the action only addresses them and the ability must be interpreted from their point of view. So "your minions" means "their minions".

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

Q: I have Full Moon on Tsar's Palace, so Howler will get +1 power from it. Can I now play it on Tsar's Palace?

A: No, before it's in play a Howler has a power of 2. Its ability and any abilities in play only happen once Howler is in play. So you still cannot play Howler on Tsar's Palace.

Rule: Your minion and base choice must be a legal play.


Questions on Leader of the Pack Edit

Q: Based on the wording, I can play this card on another player's minion. If I do, who can use the action's talent?

A: The action's controller. By default, an action's controller is the player who played it. Even if they play it on another player's minion, they are still the action's controller and only they can use its talent.

Rule: If you play an action on another player's minion, you're still the action's controller.

Q: Can I play this card on a minion that already has a talent? Can a minion have several talents?

A: You sure can play this card on any minion, with or without a talent. Also, the minion doesn't gain the action's talent, the talent belongs to the action and can only be used by the action's controller, not the minion's controller (if they were different).

Rule: Do exactly what the card says.

Q: If the minion is tied for the highest power on its base, does this action's talent still work?

A: Yes.

Rule: Do exactly what the card says.

Q: If a minion with this action is on Standing Stones, can I use this action's talent twice?

A: No. Unlike how Passengers or Potion of Redundancy Potion work, the talent isn't one of that minion's abilities, so it doesn't count.

Rule: Do exactly what the card says

Q: If a minion with this action 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 Let the Dog Out Edit

Q: What does "total power" mean?

A: You can choose any number of minions on that base. The "total power" is the sum of all the chosen minions' powers. That sum must not exceed your minion's power.

Rule: Do exactly what the card says.


Questions on Marking Territory Edit

Q: An opponent plays this card on a base, so if I have more power there than my opponents, the base's breakpoints is reduced to zero at the start of my turn, right?

A: No. Your opponent played the action, so they control it, and therefore the action only addresses them and the ability must be interpreted from their point of view. So "your turn" means "their turn", "you" means "they" (i.e. your opponent) and "other player" means "one of their opponents".

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

Q: If I am tied for the most power on the base, does this activate?

A: No. If you are tied, it means that you don't have more power than at least one player, so it's not activated.

Rule: Do exactly what the card says.

Q: Do I compare my total power on the base with each other player there individually or do I compare it to the combined power of all the other players?

A: You compare it with each other player individually.

Rule: Do exactly what the card says.

Q: If I'm the only player with minions there, do I have more power than each other players there?

A: Yes.

Rule: A player with no cards on a base has 0 power there.

Q: If I'm the only player with a minion there, but that minion has 0 power, do I have more power than each other players there?

A: TBD

Rule: TBD

Q: When I play the Marking Territory action card on a base, and I have the most power there, does it break this turn?

A: Unless you manage to play Marking Territory during your Start Turn phase and fulfil its requirement, which is pretty uncommon, you must have played it during your Play Cards phase (phase 2), in which case Marking Territory's ability isn't triggered because it is not the start of your turn anymore.

Rule: "At the start of your turn" means "during the Start Turn (phase 1) of one of your turns".

Q: I already have Marking Territory in play, it's the start of my turn and I have more power there than the others, so do we score the base immediately or am I allowed to play cards there before it happens?

A: The base doesn't score until it's the Score Bases phase (phase 3). So you still have to go through phase 1 and 2 before scoring the base.

Rule: Before phase 3, it doesn't matter how much power each player has on each base, they will only score if they meet the requirement during phase 3, and phase 3 only.

Q: Marking Territory was triggered at the start of my turn. If Marking Territory is destroyed or returned before we score the base, is its breakpoint still 0?

A: Yes. Marking Territory was triggered, so even if it's no longer in play, the base's breakpoint is still 0.[2]

Rule: Do exactly what the card says.

Q: Marking Territory was triggered at the start of my turn. If Marking Territory is transferred to another base, is its former base's breakpoint still 0? Is its new base's breakpoint now 0?

A: Yes. Marking Territory was triggered, so even if it's no longer on it, the former base's breakpoint is still 0.[2] As for the base where you transferred to it, Marking Territory wasn't on it when Marking Territory triggered, so its breakpoint is unaffected.

Rule: Do exactly what the card says.

Q: Marking Territory was triggered at the start of my turn. When it's finally the Score Bases phase of my turn, if there are no minions on Marking Territory's base, do we still score it?

A: Yes. The requirement for scoring a base is if the total power on the base (here 0) meets or exceeds its breakpoint (here 0 too), then the base must be scored. So the base is scored and since noone has any minion or any power there, noone gets any VPs.

Rule 1: A base is ready to score if the total power of all the players on that base is higher or equal to its breakpoint during phase 3.

Rule 2: A player must have at least one minion or 1 total power on a scoring base to be eligible to receive victory points.

Q: If you destroy your Sprout to find and play a Puck (or Chronomage), that would give you an extra action during the "start of your turn", since that's when the minion was played. Does it mean you could then play Marking Territory as that extra action which would immediately reduce the base breakpoint to 0 (if you have more power there that the other players), since it is still the start of your turn?

A: Yes.

Rule 1: Extra cards gained outside the Play Cards phase must be played immediately or not at all.

Rule 2: During the Start Turn phase, if you play a card, it is still the start of your turn.

Q: How does Marking Territory interact with monsters on its base?

A: Marking Territory actually reduces the base's printed breakpoint. Monsters then add their power to that new breakpoint.

Rule: If a card resets a base’s breakpoint, that refers to its printed value. Monster power and other effects add to or subtract from that value.


Questions on Moontouched Edit

Q: Based on the wording, I can play this card on another player's minion. If I do, who can use the action's talent?

A: The action's controller. By default, an action's controller is the player who played it. Even if they play it on another player's minion, they are still the action's controller and only they can use its talent.

Rule: If you play an action on another player's minion, you're still the action's controller.

Q: Can I play this card on a minion that already has a talent? Can a minion have several talents?

A: You sure can play this card on any minion, with or without a talent. Also, the minion doesn't gain the action's talent, the talent belongs to the action and can only be used by the action's controller, not the minion's controller (if they were different).

Rule: Do exactly what the card says.

Q: If the minion is tied for the highest power on its base, does this action's talent still work?

A: Yes.

Rule: Do exactly what the card says.

Q: If a minion with this action is on Standing Stones, can I use this action's talent twice?

A: No. Unlike how Passengers or Potion of Redundancy Potion work, the talent isn't one of that minion's abilities, so it doesn't count.

Rule: Do exactly what the card says

Q: If a minion with this action 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 Unstoppable Edit

Q:

A:

Rule:

Trivia Edit

References Edit

  1. 1.0 1.1 https://boardgamegeek.com/article/16247336#16247336
  2. 2.0 2.1 https://boardgamegeek.com/article/26164574#26164574

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