The Shufflebuilding Game of Total Awesomeness!
What do pirates, ninjas, robots, zombies, aliens, wizards, tricksters, and dinosaurs have in common? They're all trying to take over the world! But they can't do it alone, so they're teaming up.
Every combo brings a different experience in this fast-paced shufflebuilding game. Take two 20-card decks, smash them together, and then rock your opponents' faces!
Each faction has a different style: pirates move cards, zombies come back from the discard pile, dinosaurs are just freaking huge. Each pairing creates different gameplay. And each game is a different throw-down!
Is Smash Up a game you can live without? Not if you're awesome.
Choose a side. Choose two! And start the carnage!
- Playing Time
- 45 minutes
- 12 and up
- Min Players
- Max Players
- Year Published
- Paul Peterson
- Area Control / Area Influence
Variable Player Powers
Deck-"building" at its simplest
Smash-up aims to take the essence of deck-building games like Magic:The Gathering and make them simpler, less time-consuming and more affordable. The original game contains 8 20-card factions and "building a deck" means choosing two factions and shuffling them together to make one deck. There is no sideboard – you can't pick and choose cards.<br /> It is a popular game as it is easy to pick up as the rules are uncomplicated and can be explained quickly, with individual card rules being written on them.<br /> The game can change quickly, with all players truly in it to the end, and I find that it is generally over within an hour, even for inexperienced players (15-20 minutes if playing with veterans who know the factions and strategies). You need to watch out for base special abilities and keep an eye on other people's scores. The one thing I would say is missing from the original is some sort of counter system (which you get in the expansions) so I have found that dice (preferably spindown d20s) are handy to keep with the set to keep track of the scores of both bases and players. <br /> Each faction has its own speciality, which is reflected in their Talents and Specials: Robots are all about over-running bases with small minions and then pumping them up; Zombies bring cards back from your discard pile, Aliens like to return minions to their owners' hands and control bases; Pirates take over bases by moving minions around; Ninjas leap in at the last minute and steal bases; Tricksters like to destroy cards and make other players discard their hands; Dinosaurs are big and their action cards pump them up and protect them; Wizards like to take extra turns and draw extra cards.<br /> The original box is big enough to accommodate more factions, should you choose to buy another set or an expansion. The more factions you have, the more people can play – it is not limited by anything else. Each expansion adds another 4 factions and 8 new bases, and so far all seem to slot in flawlessly with the original cards, with the exception of Ghosts, but perhaps that will change in the future.