Smash Up
Expansions
Smash Up Munchkin

Smash Up Munchkin

Smash Up Munchkin is a perfect combo of those two amazing games! Factions and their abilities are pretty similar to the original Munchkin! They are greedy burglars, holy-cheaters and gold diggers that are able to serve destruction at it’s highest! There are also 2 new decks, the first one is a Monster deck. It owns monsters that can be played by a base or faction ability on a base and it adds its power to the breakpoint of a base. When monsters killed or a base scores with them attached on, rewards players with treasures, and that’s the second deck! Treasure cards can be drawn by ability of factions as well, besides the base scoring and monster killing.Most of them are ultra strong actions and a few minions, that can be played as all other cards in game.

First faction alphabetically, Clerics, that they sure not holy at all. They get through their discard pile, and not only theirs, and use abilities that gives them life expand when necessary. Dwarves care only for shinnies and gems, and they don’t really need the treasure deck for that, as they mostly get treasures from the discard pile and use them on their minions to get extra power!

Elves are good helpers, even for enemies! They are so kind that they share power to all minions, but don’t fool yourselves. Elves are never good without a reason! They probably are ready for extreme winning moves! Halflings though, are truly friendly smelly drunk and awesome talented! They allow so many extra minions in any possible situation that your deck is gonna end and refill before you spell sausage!

Mages are not afraid to discard, and they shouldn’t! They get tremendous rewards for the sacrifice they made! Deck with powerful, still weird mechanics, that can be really fan for a change, if you mostly use factions with more basic abilities. Orcs are really strong creatures. They have more than usual 5 power minions with abilities from power adding to doing absolutely nothing! Their actions either create mess or a safe winning path for the player that chose them!

Thieves have mastered the ability to steal treasures and then trades them for supermassive power or use them for their extreme abilities as usual. They are almost invisible while walking the path to victory!Heroic ending of this with Warriors that are afraid of no monster or minion ! They have the ability to play monsters either to delay a base from scoring and claim treasures then, or destroy them to take their power or just the treasures as usual!

Board Game: Smash Up
Release Date: 28th September 2015
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Smash Up: Munchkin is the 7th expansion (8th set) that has been released for Smash Up, and it’s obviously an important collaboration with Steve Jackson’s hit dungeon-trawling adventure Munchkin! Those who have tried, loved, or hated Munchkin can guess what’s coming their way, to the Smash Up veterans - beware! There are devious factions inside, holding many sleeves in their pockets, and prepared to change the core gameplay with no return.

Reminiscing the feeling of opening the Core Set back in the day, we have the chance once more to open the box, and get 8 new factions at once! 16 colourful and tricky bases come in pairs with the factions, and last but far from least there’s 2 new special decks to the game - Monsters & Treasures (more on that below). The number of Smash Up factions rises to 37, and the number of possible pairs is.. Get ready for it.. 666!

The token sheet of VPs we get is by AOG’s humble opinion the best one so far, since it portrays money, and gems. That’s right, money and gems. For The Big Geeky Box owners (and those that should become soon) there’s 8 fancy card dividers to store your factions nicely, and get a bon*r each time you pick one.

Enough jibber-jabber, let’s get to what we get! Starting up there’s Clerics. Oh, these guys are outright strong, and will truly exploit their discard pile, as well as yours! Having conditional cards, they can make powerful combos with the rest of Munchkin factions, but most importantly the rest of “normal” Smash Up factions, making them a core choice for veterans.

Dwarves are runner-ups (just alphabetically though), and as always short greedy bastards. They can exploit the Treasure deck more than all other factions, giving them a wide array of options on how to evolve their gameplay, as well as a full hand. They provide an unstable battlefield for their opponents, so stay away from their gold nuggets!

Elves are a disappointment on first sight (well if you’re an elf fan), due to being too friendly (but well, that’s what elves are about, right?). And by too friendly I mean they will boost up enemy minions, and generally.. interact with other players’ hands (trying to keep this spoil-free for now) in a big way. Sneaky old pointed-ear scams.

Moving on there’s Halflings, oh pretty hobbitses.. An amazing faction to match up with most, since these guys are what you expect. Drunk, friendly and fun to be around! They always come with company, which means that you can play a LOT of minions each round, more than a lot maybe. Seriously, even as enemies, you can’t hate these guys!

Phew, that felt like a lot to take in, but oh, there’s 4 more factions to go through (and let’s not forget about the 2 special decks), so hang back, refill what it is that lets you get going, and let’s move on to the other classes Munchkin has to offer.

Mages! Not to be confused with Wizards from the Core Set, both will spam the hell out of anything sensitive to hell-spamming. They will discard relentlessly, getting all sorts of buffs and extra plays while doing so. All in all, a high-skill / high-reward faction, well as mages have always been in RPGs (at least the good ones).

Orcs are strong. They have a lot of power, a lot of defense, and a loud voice when it comes to rearranging the power each player has on a base. Easy and fun to play, with quite a few tricks aside their axes, they make for a great wildcard faction which you can match with most.

As if we hadn’t enough sneaky factions in Smash Up, Thieves make their appearance, stealing their way to victory. It is said their enemies have strong symptoms of hair-pulling and skin-tearing, while Thieves themselves acknowledge nothing, and quietly run through the treasure deck, or anything treasur-y for that matter.

Last but best, ta-da-ta-dan! Warriors! The wet dream of every RPG fan, and something we all wanted to become at some point, arrives at Smash Up at last! These guys have a great advantage from Monster cards, can fend for themselves, and make a great match with other high-power factions of the game. Enough said.


10 Minions (4 unique)
10 Actions (8 unique)

Clerics can save their minions from the fate of the discard pile and they can run through opponent’s discard pile as well, to mess it up!

Abilities: Abilities (Lose), Action (Destroy), Action (Extra), Base Scoring (After), Discard Pile, Discard Pile (Return), Minion (Play On), Monster (Destroy), Move, Power (Add), Power (Remove), Shuffle, Turn (Current)

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10 Minions (4 unique)
10 Actions (8 unique)

Dwarves are obviously gold diggers, that care only about treasures, as they get amazing power boosts using them!

Abilities: Action (Destroy), Action (Extra), Base Scoring (Before), Card (Discard), Card (Draw), Discard Pile, Discard Pile (Return), Minion (Play On), Power (Add), Search, Shuffle, Treasure, Treasure (Discard), Treasure (Draw), Treasure (Extra), Treasure (Play), Treasure (Return)

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10 Minions (4 unique)
9 Actions (8 unique)

They might seem like they give too much power to enemies, but there is no better way to victory than playing it kind and good little helper!

Abilities: Action (Extra), Base (Play On), Base Scoring (Before), Card (Draw), Control (Give), Control (Take), Discard Pile, Move, Power (Add), Power (Remove), Power Counter (Add), Shuffle, Turn (Current), VP (Gain)

Learn More About Elves

10 Minions (4 unique)
10 Actions (8 unique)

Who cares if Halflings are drunk and dirty? They are talented this way so they can play a lot of extra minions in just one round!

Abilities: Abilities (Lose), Base (Play On), Base Scoring (Before), Cancel Effect, Card (Draw), Deck (Top), Discard Pile (Return), Indestructible (By Actions), Minion (Extra), Minion (Play On), Reveal (Hand), Reveal (Top Of Deck), Shuffle, Turn (Current)

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10 Minions (4 unique)
10 Actions (8 unique)

Mages can discard and refill hand in no time! By this sacrifice they gain amazing power-ups and extra cards!

Abilities: Base (Play On), Base Scoring (Before), Card (Discard), Card (Draw), Control (Take), Minion (Destroy), Minion (Extra), Monster (Play), Power (Add), Turn (Current)

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10 Minions (4 unique)
10 Actions (8 unique)

Orcs is a really strong deck with variety on their actions.They have a lot of powerful minions that either have helpful abilities or do nothing at all!

Abilities: Action (Forbid), Action (Transfer), Base (Play On), Base Scoring (After), Base Scoring (Before), Cancel Effect, Deck (Bottom), Indestructible (By Actions), Minion (Destroy), Minion (Play On), Move, Power (Add), VP (Gain)

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10 Minions (4 unique)
10 Actions (8 unique)

Thieves can get great advantage by the treasure cards, and their abilities allow them to just pickpocket them!

Abilities: Action (Transfer), Base (Play On), Base Scoring (After), Card (Discard), Deck (Bottom), Discard Pile, Minion (Destroy), Power (Add), Power Counter (Add), Return, Reveal (Treasure), Shuffle, Treasure, Treasure (Discard), Treasure (Draw), VP (Gain), VP (Lose)

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10 Minions (4 unique)
10 Actions (8 unique)

Warriors have great synergy with the Monsters, as they are not afraid to play them or destroy them. They benefit from them one way or another!

Abilities: Action (Return), Discard Pile, Minion (Destroy), Minion (Play On), Monster, Monster (Destroy), Monster (Play), Power (Add), Power Counter (Add), Treasure (Extra), Turn (Current)

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Minions ( unique)
Actions ( unique)

Monsters add their power to the base that they’re on or to the total power of the player that controls them, and their death rewards treasures!

Abilities: Base Scoring (After), Base Scoring (Before), Card (Discard), Deck (Top), Minion (Destroy), Monster (Play), Power (Add), Turn (End)

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2 Minions (2 unique)
13 Actions (13 unique)

Treasure deck has strong actions and some minions, all of them unique, and can be played as all cards once they were gained by ability or Monster!

Abilities: Abilities (Lose), Action (Destroy), Action (Extra), Base (Play On), Base Scoring (Before), Deck (Bottom), Discard Pile (Return), Indestructible, Minion (Destroy), Minion (Extra), Minion (Play On), Move, Power (Add), Power (Remove), Search (Treasure Discard Pile), Treasure, Treasure (Destroy), Turn (Current)

Learn More About Treasures

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