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Smash Up Rules

Smash Up Alderac Entertainment Group, Inc.

Aliens Dinosaurs Ninjas Pirates Robots Tricksters Wizards Zombies


Objective: Play minion and action cards, to gain the majority of power at the bases before they are
scored. The first player to score 15 Victory Points (VPs) wins.
Setup: Give each player two random 20-card factions to create their 40-card deck.
Or randomly choose a player to pick a faction and continue picking in clockwise order.
Once everyone has chosen a faction, the last player chooses a second faction. Continue
picking in reverse order.
Shuffle your deck and draw a starting hand of 5 cards.
If you have no minions in your starting hand, show your hand, discard it, and draw a new hand of 5
cards (which you must keep).
Shuffle the base cards and place a number of bases face up in the middle of the table equal to the
number of players plus one. Note that most bases have an ability.
Randomly determine the starting player (whoever got up earliest today). Play proceeds clockwise.
Player Turns: On your turn, complete the following steps:
1. Crank It Up Resolve any abilities that happen at the start of your turn.
2. Play Cards You may play from your hand one minion, one action, one of each, or neither, in
any order.
Minions are played next to a base of your choosing, facing toward you.
Actions are played and then discarded unless they have an Ongoing ability.
3. Check for Scoring Score any bases. Then check to see if any player has reached 15 or more
VPs.
4. Draw 2 Cards Draw 2 cards, and discard down to 10 cards if you have more.
5. Shut It Down Resolve any abilities that happen at the end of your turn.
If you ever need to draw or reveal a card and your deck is empty, shuffle your discard pile.
Anyone may look through any discard pile at any time.
Scoring:
Score a base if the total modified power of all minions on it is greater than or equal to the bases
breakpoint (the power and breakpoint values are in the upper left of their cards).
If more than one base will score, the current player chooses the order of scoring them.
When a base is chosen to score, players can use any Special abilities that happen before the base
scores. If this results in dropping the total power below the breakpoint, the base still scores.
If more than one player want to use a Special ability, start with the current player and go around
clockwise until all players pass in sequence (i.e., if you pass and another player uses a Special
ability, you can still use an ability when it comes around to you again).
VPs are awarded to the 1 st (left number), 2nd (middle number), and 3rd (right number) place players
based on their power on that base, as long as they have at least one minion there.
If tied, all players get points for the best position they tied for. For example, if three players had 10,
10, and 5 power, the players with 10 power each get 1st place VPs while the player with 5 power
gets 3rd place VPs. If four players had 10, 8, 8, and 5 power, there would be no 3rd place and the
player with 5 power would get no VPs.

If players tie for a bases ability, they each get to use it.
After scoring, players can use any Special abilities that happen after the base scores.
Then all cards still on that base go to their owners discard piles. The cards are considered to be
discarded, not destroyed.
Place the scored base on the base discard pile and replace it with a new base from the base deck.
Game End: After scoring bases, if any player has reached 15 or more VPs, the player with the most
VPs wins.
If there is a tie, keep playing turns until a winner can be declared.
Terms:
Afect a card is afected if it is moved, returned, destroyed, or has an action attached.
Destroy put the destroyed card in the owners discard pile.
Discard put the discarded card in the owners discard pile.
Extra when a card lets you play an extra minion or action, you dont have to play the extra card
right away unless the card was gained by a Special ability.
Move from one location to another. Does not count as playing it, and does not trigger minion
abilities.
Ongoing ongoing abilities are active as long as they are in play. Actions that attach to a minion
remain with it until the minion is destroyed or discarded.
Play a cards ability happens when you play it. Cards that are moved, placed, or returned do not
count as being played.
Power when a card says something like, Destroy a minion with power 2 or less, it refers to the
minions current modified power (not its printed power).
Return when a card returns from a base, discard any attachments on the card.
Special if you use a Special ability to play a card during your turn, it does not count as a card
played in step 2. Note that you can play some Special cards and abilities on other players turns.
Miscellaneous:
If cards conflict, the one that says you cant do something overrules the one that says you can.
If multiple efects would happen simultaneously, the current player chooses their order.
You can play a card even if its ability cant happen.
You must follow a cards ability even if it is bad for you (unless it says you may).
If a card says any number you may choose zero.
You may play a card that says all even if there are no targets.
If you get to play extra minions or actions when a base scores, you must play them immediately or
not at all.
When a card gives bonuses to a type of minion and it does not state on this base or at this base,
it applies to all of those minions in play.
Sea Dogs choose a faction other than your own, choose a base, and then move all of that factions
minions from the chosen base to any other base.
The Homeworld the extra minion may be played on another base, if desired.

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