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Smash Up Table of Contents

Smash Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
A fight for 2–4 players Objective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Game Contents . . . . . . . . . . . . . . . . . . . . . . . . 2
Objective Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Your goal is nothing short of This Is How You Roll . . . . . . . . . . . . . . . . . . . . 5
total global domination! Use All Hands on Deck! . . . . . . . . . . . . . . . . . . . . . 6
your minions to crush enemy
bases. The first player to score Minions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
15 victory points (VP) wins! Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
The Big Score . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Game Contents Get to Know Your Cards! . . . . . . . . . . . . . . . 9
Terms and Restrictions . . . . . . . . . . . . . . . 10
This set contains:
• 4 factions with 20 cards each Void Where Prohibited . . . . . . . . . . . . . . . . 12
(80 cards total) The Factions . . . . . . . . . . . . . . . . . . . . . . . . . . 13
• 8 base cards
Roll Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
• 1 token sheet
• This rulebook All Your Basics . . . . . . . . . . . . . . . . . . . . . . . . 16
Growing On You
Monster Smash is an
expansion to the Smash
Up core set. It is still a fully s
operational battle station
ok for these expansion !
for 2 players though! Lo in stores now
These rules sometimes
to Smash Up
talk like you’ve got more
than just four factions, or
mention cards that aren’t
in this expansion. If you
don’t already have the
core set, just think of it as
viral advertising.
2
Setup
Each player shuffles together two different
20-card factions to make a 40-card deck. s!
lo ve
e rew
Vamp W
ires!

Vampire Werewolves!

If you have two copies of


Monster Smash, different
Kickin’ It Q
players can use the u eensberry
same faction pitting For for
m
Vampires against the m al play, put
iddle o 8
Vampires, for instance. determ f the t factions in
in ab l
But one player can’t play first pl e who goe e. Randomly
ayer ch s first.
Choice oo The
with two copies of the contin ses one fac
everyo u tio
same faction. I mean, ne has es clockwise n.
the las c .
come on. t playe hosen one f When
faction r choos a ction,
. e
in reve Choice cont s a second
rse ord inues
er.
3
Shuffle all the base cards together to make
a deck. Draw one base per player, plus
one (for example, use four bases for three
players). Place the bases face up in
the middle of the table.
Each player draws five cards. If you
have no minions in your opening
ctio n Twice?
hand, show your hand, discard it, UA
and draw a new hand of five cards. Cheater! Y happen y
You must keep the second hand. b i l i t i es o nl y a c ard
A la
yo u p any
Whoever got up the earliest this when ur hand, or .”
o ay
morning goes first. Play continues from y ard says “pl
c
clockwise. t i m e a i n i o ns j u s t
m
When ound, that ’s
You're ready to smash up some bases. ar
m o ve i n g t h e m .
ay
n ot p l

4
This Is How You Roll
1. Crank It Up 3. Check for Scoring
Some abilities happen at the start After you are done playing cards,
of your turn. This is when that check to see whether any bases are
goes down. Yo. ready to score (see page 7). If any
are ready, you must start scoring.
2. Play Cards After scoring bases, check to see
On your turn play one minion, if any players have 15 or more
play one action, or play one of victory points. If so, see Game
each… for free! You can play Over, Man! on page 8.
your cards in any order. You
don’t have to play any cards. 4. Draw 2 Cards
Just what it says. The maximum
Minions number of cards you can have in
To play a minion, choose a base your hand at this time is 10. If you
and put the minion card beside it, have more than 10 after drawing,
facing toward you. Do what the discard down to 10.
card says. (Cards that start with
If you need to draw or reveal a card
Special are a special case. See
and your deck is empty, shuffle
page 11 for an explanation.)
your discard pile. Put it on the table
Actions face down—that’s your new deck.
Start drawing from there.
To play an action, show your card
and do what it says. Boom! Then
discard the action (unless it has a
5. Shut It Down
Talent or Ongoing ability). Anything that happens at the end
of the turn happens here. Play
passes to the player on the left.

5
All Hands on Deck!
Minions
Power Name

Minion Identifier
Ability

Faction
Symbol

Actions Name

Action Identifier
Ability
Faction
Symbol
6
The Big Score
Score a base if the total power of
all minions on that base equals Me First!
or exceeds the base’s breakpoint If more than one player wants to
(see page 9). If more than one use a Special ability, start with
base is ready to score, the player the current player and go around
whose turn it is decides which one the table clockwise until all
to score first.
players pass in sequence (if you
When a base has been chosen pass and another player uses a
to score, each player first gets Special, you can then still choose
to use any Special abilities that to use a Special of your own). If
happen “before” the base scores. your Special allows you to play
If the total power on a base drops extra cards, you must play those
below its breakpoint, you still immediately or not at all.
finish scoring the base.
For example, a Super Spies player Awarding VP
sees that he will be runner up at
The player with the most power
Monkey Lab, which currently has
on a base is the winner! That
23 power on it. She plays Live and
Let Chum to destroy an opponent’s player gains victory points equal
Furious George, giving her the most to the number on the left. The
power there now by 7 to 6. That second highest player is the
drops the total power on the base runner up, and receives the
below 23, but since it’s already middle number. The third highest
started scoring, it still finishes. is just third place but does
receive the lovely consolation
prize of the number on the
right. Dispense VP tokens in the
appropriate amounts to everyone
who scored. You must have at
least one minion on a base to get
victory points.
VP Tokens
7
Back to Your Corners Tie Fighter
After scoring, players can use If players are tied on a base, all
Special abilities that happen involved players get points for
“after” a base scores. Then all the best position they tied for. So,
cards still on that base go to their if three players had 10, 10, and 5
owners’ discard piles. This does power on a base when it scores,
not destroy them, but might the winners with 10 power each
trigger abilities that happen when get first place points! The player
they go to the discard pile. with 5 power then gets third
Put the scored base into the base place, not second. If two players
discard pile. Replace it with the tie for runner up, no one gets
top card of the base deck, if any. third place. Harsh.

Check to see if another base is If players tie for a base’s ability


ready to be scored. Score it too, (such as the one on Schloss), they
the same way. each get to use it. See Me First!
on the previous page to settle
conflicts.
W

Game
At th Over, M
s ome
e en d of a n!
play one rea any tur
e n
poin r with t ches 15 that
ts w he m VP, t
for t ins. ost v he
h I
turn e most f there i ictory
s , s
shar until th keep pl a tie
i e a
fact ng! Exce re isn’t ying
ions p .
. You t for y No
guy ou
s are r two
BFFs
.
8
Get to Know Your Cards!

Breakpoint Name
Third Place VP

Winner VP
Runner Up VP
Ability
This is what the base
does. Its ability always
operates while the
base is in the middle of
the table. It’s sort of a
combination of Special,
Ongoing, and Awesome.

9
Terms and Restrictions
Some restrictions apply. Extra: Normally,
See rules for details. you can play
Supplies limited. one minion and
one action each
turn. A card that
Affect: A card is lets you play an
affected if it is extra minion or
moved, returned, action lets you play
destroyed, or an additional card
has an action of that type during that turn. You
attached. don’t have to play the extra card
right away, unless the extra card was
gained by a Special ability.
Destroy: When a card says to
destroy a card, put
the destroyed Move: This lets you move a card from
card in its owner’s one location to another.
discard pile. Moving a card does
not count as playing
it. Minion abilities do
not happen when you
move a card.

Discard: When a card gets


discarded, it goes to the discard pile
of the player
whose deck it Ongoing: Most
came from, no abilities happen and
matter who then they're over,
played or or else they end at
controlled it. the end of the turn.
Ongoing abilities are
active for as long as
they're around.

10
Play: You play a Talent: This is an
card when it’s one ability that the
of the free cards minion or action
you get in step may use once
2, or any time an during each of
ability specifically your turns, sort of
says that you’re like an extra action.
playing it. A card’s You don’t have to use it if you don’t
ability happens when you play it. want to.
When cards are moved, placed, or
returned, they’re not being played, To: Some cards say, “Do this thing to
and their abilities don’t happen. do that thing.” With these cards, you
must do the first thing successfully
in order to be allowed to do the
Return: This means that a card goes second thing. If the first thing gets
back where it came from. When a thwarted for any reason (e.g., you
card returns from a base, discard try to destroy a minion that can’t be
attachments on that card. destroyed), then you can’t do the
second thing, either. So there.

Special: Most abilities happen when Transfer: When


you play a card. Special abilities you move
happen at unusual times or in tokens around,
unusual ways. Special abilities might specifically
be on a card already in play or held tokens from
in your hand. A card’s ability will one minion to
describe how it can another. (It’s
be used. If you use also what we’d
a Special ability to like you to
play a card on your do with money from your bank
turn, it doesn’t account to ours; that’s why we keep
count as one of making more factions.) When adding
your free cards for tokens to your minions (from the
that turn. pool), or discarding tokens from
your minions (to the pool), that’s not
transferring.
11
Void Where Prohibited
Often, card text and rules text will If you get to play extra minions
conflict. When there's a fight, card or actions while a base is being
text always wins. It has a black scored, you must play those extra
belt in rule-fu. cards immediately or not at all.
If cards conflict, the one that says When a card gets discarded,
you can't do something beats the it goes to the discard pile of
one that says you can. the player whose deck it came
If multiple effects would happen from, no matter who played or
at the same time, the player whose controlled it.
turn it is chooses the order. Specials may be played at any
You can play a card even if its ability time they are applicable, even on
can’t happen. For example, you other players’ turns.
can play an action that destroys a Anyone may look through any
minion even if no minions are in discard pile at any time.
play. This helps you get unneeded
cards out of your hand.
You must follow a card’s ability,
even if it’s bad for you. However,
if a card says you may do
something, you have a choice
whether to do it.
If an ability says “any number” you
may choose zero. You may play
a card that says “all” even if there
are no targets.

12
The Factions
This set of Smash Up features four factions,
Vampires
From the dark gothic
recesses of ancient
which combine to make 6 possible decks. brooding castles,
As more factions join and try to take over draped in black velvet,
the world in future expansions, the full and probably listening to Bauhaus, the
number of possibilities will grow. Mix and children of the night come to drink deep
match factions to suit your play style. from Smash Up! Draining the very life
from their victims, these cursed souls
Giant Ants will gain power upon destroying your
opponents’ minions.
The future of atomic
energy was never
supposed to have this Werewolves
disastrous effect! Mutant From howling at the
ants spill out from giant hills, intent on moon, to cowing their
destroying our homes and all else that pack, or ripping through
stands in their colony’s way! The ants town, the werewolves are
work as a great hive mind, spreading their here to assert their place as the alphas of
power around as necessary to ensure their Smash Up. Using their explosive power to
atomic-age victory! beat down opponents, the werewolves
will not relent in their drive to hunt and
Mad Scientists dominate all that stand against them.
Working in the lab, late one
night, my eyes beheld an
eerie sight. For my monster
from his slab, began to
rise. And suddenly to my
surprise, he did the Smash... Up.
The Mad Scientists, intent on
ns!
unlocking the mysteries of life,
have instead released death in Moar Factio on e pers o
o play
n want t ts
o se
ore than t! Combine tw
the form of powerful creations! Does m s? Grea raft and
play
Their toying with nature can ew olve can d
Wer people ther.
h Up so one ano
empower various minions,
of Smas actions against o of the same
but at what cost? ef tw
the sam r, you can’t put t use one set
(Apologies to Bobby Pickett)
Rem em b e
hough! Jus
tion together t ining.
fac mb
when co
of bases
13
me y et? S rsly?
tried t h e co re ga
Haven't

Pirates, Ninja, Dinosaurs, and more!


Get it today and have even more
Smash Up madness!

Grave Digger sez... The original Smash Up box


will hold two additional expansions!
So when you put them in there and get rid of
this box, remember to recycle it!

14
Roll Credits
Game Design: Paul Peterson Playtesting: Ken Grazier, John Strobel,
Tom Jukic, Brian Reames, Mark Vasko,
Development: Mark Wootton
Kris Woods, John-Paul Riley, Kevin White,
Art Direction: Todd Rowland Scott Moore, Anthony Collins, Richard Hunt,
Annie Stout, Bryan Stout, Meg Stout,
Cover Art: Francisco Rico Torres, Alex Stone,
Dennis Moxon, Jackie Moxon, Jenn Moxon,
Marcel Stobinski, Prosper Tipaldi
Joe Moxon, Adam Bellas, Charlie Downs,
Graphic Design: Kalissa Fitzgerald Darren Humphrey, Simon MacDonald,
Sydney MacDonald, Amber Schulze,
Writing: Todd Rowland Thomas Staudt, Andreas Scheytt, Birgit Uhl,
Editing: Edward Bolme Juergen Uhl, Joachim Bauer, Anthony Gallela

Proofreading: Edward Bolme, Special Thanks: AEG would like to thank the
Nicolas Bongiu, John Goodenough, great Smash Up fans who continue to support
Paul Peterson, Mark Wootton us. We have a lot of fun making this game
and we hope that you experience that when
Layout and Typesetting: Kalissa Fitzgerald you play.
Production: Dave Lepore
Brand Management: Todd Rowland
Art: Francisco Rico Torres, Alex Stone,
Marcel Stobinski, Prosper Tipaldi

Legal Mumbo-Jumbo
© 2014 Alderac Entertainment Group, Inc. Smash Up, Shufflebuilding , Alderac Entertainment
Group, and all related marks and images are TM and © Alderac Entertainment Group, Inc. All
rights reserved. Blah blah blah.
Printed in China. Warning: Choking hazard! Keep away from small children!
Smash Up mechanic designed by Paul Peterson, used under license by Alderac Entertainment Group.
Smash Up the Interwebs
www.alderac.com/smashup and www.alderac.com/forum
Questions? Email CustomerService@alderac.com
15
All Your Basics
Set Up Winning
Each player chooses two factions and When a player has 15 or more victory
shuffles them together to make a points at the end of a turn, he or she
40‑card deck. Draw a hand of five cards. wins. If two or more players have more
Place one more base card than you have than 15 VP, the one with the most
victory points wins. In case of a tie, play
players in the middle of the table (that is,
another turn.
use five bases for four players).

Additional Rules
On Your Turn When a card disagrees with the rules,
Play 1 minion and 1 action in either the card wins.
order. You can play less if you want to. If cards conflict, the one that says you
can't do something beats the one that
Follow all instructions on card abilities as says you can.
you play them.
If multiple effects happen at the
Check to see whether any bases can be same time, the player whose turn it is
scored. If they can, score them. determines their order.
You can play a card even if its ability
Draw two cards. Discard down to a hand
can’t happen.
of 10 if necessary.
You must follow a card’s ability, even if
it’s bad for you. If a card says you may do
Scoring something, you have a choice whether
After you are done playing minions and to do it.
actions, if the total power of all minions If an ability says “any number” you may
meets or exceeds a base's breakpoint, choose zero. You may play a card that
that base scores. The player with the says “all” even if there are no targets.
highest power at that base is the winner Anyone may look through any discard
and scores first place victory points. pile at any time.
Second highest is the runner up and
If you are playing with the Obligatory
scores second place. Third highest Cthulhu Set, remember to check for
scores third place. In case of a tie, each Madness cards VP reduction at the
player receives full victory points for the end of the game. If, after players have
highest place he or she qualified for. counted their Madness cards up, any
players are tied for most victory points,
Resolve the ability on the base, discard
the player with the lowest number of
minions there, and then replace it.
Madness card wins.

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