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Neophyte

Wizards use their arcane knowledge to secure whatever cards you may need at the time. - AEG

Presto! Wizards conjure what they need with actions galore. They just keep pulling things out of their hats, so watch their hands. Or their hats... or that big portal to another reality they just opened in your kitchen.

- Core Set rulebook

The Wizards are one of the 8 factions from the Core Set.

Wizards draw from deep arcane knowledge to cast complex spells.

Other factions from the same set: Aliens, Dinosaurs, Ninjas, Pirates, Robots, Tricksters, Zombies.

Cards[]

Wizards

The Wizards have the usual 10 minions and 10 actions. The total minion base power (not counting any abilities) is unusually low at only 24 or an average of 2.4 per minion compared to the usual 30 and 3. They are also one of the rare factions to have received a titan from the TITANS Event Kit.

Among their actions, there are:

  • 0 play-on-minion actions,
  • 0 play-on-base actions,
  • 10 standard actions (1 that affects one or more minions, in bold): Mass Enchantment, Mystic Studies (2x), Portal, Sacrifice, Scry, Summon (2x), Time Loop, Winds of Change,
  • 0 actions that directly increase a minion's power.

Minions[]

1x Archmage - power 4 - Ongoing: You may play an extra action on each of your turns. FAQ

2x Chronomage - power 3 - You may play an extra action this turn. FAQ

3x Enchantress - power 2 - Draw a card. FAQ

4x Neophyte - power 2 - Reveal the top card of your deck. If it is an action, you may place it in your hand or play it as an extra action. Otherwise, return it to the top of your deck. FAQ

Actions[]

1x Mass Enchantment - Reveal the top card of each other player’s deck. Play one revealed action as an extra action. Return unused cards to the top of their decks. FAQ

2x Mystic Studies - Draw two cards. FAQ

1x Portal - Reveal the top five cards of your deck. Place any number of minions revealed into your hand. Return the other cards to the top of your deck in any order. FAQ

1x Sacrifice - Choose one of your minions. Draw cards equal to its power. Destroy that minion. FAQ

1x Scry - Search your deck for an action and reveal it to all players. Place it into your hand and shuffle your deck. FAQ

2x Summon - Play an extra minion. FAQ

1x Time Loop - Play two extra actions. FAQ

1x Winds of Change - Shuffle your hand into your deck and draw five cards. You may play an extra action. FAQ

Titan[]

WizardTitan
(available in each Smash Up TITANS pack released with the TITANS Event Kit)

1x Arcane Protector - Special: After you play your fifth or higher card in a turn, you may play this titan. Ongoing: You have +1 power here for every two cards in your hand. Talent: Draw a card. FAQ

Wizards

Bases[]

Clarifications[]

Here are the official clarifications as they appear in The Bigger Geekier Box rulebook:

Arcane Protector: You may play this right after your fifth (or later) card in the turn, no matter what phase of the turn it is.

Archmage, Chronomage: This extra action may still be played even if Archmage is destroyed the turn it is played.

Mass Enchantment: You must play the chosen card immediately. You control the card and how it is resolved.

Neophyte: You must play, place or return the action immediately.

Mechanics[]

Wizards' first specialty is drawing lots of extra cards, slightly focused on actions, and their second specialty is playing lots of extra cards, heavily focused on actions. What has that to do with wizardry, you may ask? Consider that wizards practice arcane arts, meaning secret or mysterious. Wizards have a way of finding what's hidden (in your deck). Then, they weave intricate spells full of the secrets they've learned, conjuring forth just the cards you were looking for.

Strategy[]

This is one of the simpler factions to understand. Inspect Wizards' cards and you will find that every single one of them either draws a card(s) or plays an extra card(s), with variations on method. They cycle rapidly through your deck, but do very little of anything else, and have much lower power overall than normal. To fill in the deficit, Wizards rely on multiplying their partner faction's impact on the game by drawing and playing their cards as extra cards. It is for these reasons Wizards are widely regarded as a support faction.

Wizards focus more on playing extra actions than extra minions, so you might not want to play every action you could potentially play every chance you can. If you do, you will end up with a hand full of minions. Save your best actions for critical moments of the game. Since Wizard abilities are almost entirely on-play effects, they frequently bust out long card combos from your hand and deck. If you arrange the cards of your deck so you know what you will draw next, you can pull off some amazing stunts.

Synergy[]

Wizards generally bolster any faction they are paired with, but their extra draws and plays synergize best with factions that have more actions than normal, shuffle select cards into your deck, or play extra minions, as well as other special cases.

  • Mythic Greeks: You need not worry about your hand filling with minions when you pair with these guys. Their best minions benefit from every action played during the turn, leading to overwhelming drops. We should assume Neophyte's ability works on Argonauts.
  • Ghosts: This is a special case that benefits directly from the drawing and playing of cards. Ghosts are strongest when you can control what few cards you have left in your hand. Wizards help you find what you need, play away what you don't to empty your hand, then refill your hand to again find what you need.
  • Minions of Cthulhu: When you include Madness cards, this faction has many more actions than normal, with much more impactful effects than Wizards'. You get many ways to control your deck, allowing you to replay just the actions you want.
  • Zombies: Your goal is this case is to fill your hand as rapidly as possible with the intent of discarding the excess during Phase 4 of your turn, to be played later from your discard pile. You'll quickly get to the bottom of your deck when Lend a Hand recovers the most actions for you to draw and play, similar in principle to Minions of Cthulhu.

External Strategy Guides[]

FAQ[]

Questions on Archmage[]

Q: If I manage to play Archmage during the Check for Scoring phase, perhaps as a result of a "special" ability, do I get the extra action play?

A: No. "On each of your turns" means during the Play Cards phase (phase 2) of each of your turns.

Rule: "On your turn" means "during the Play Cards (phase 2) of each of your turns".

Q: Its ability really works like a talent. Why is it an ongoing?

A: Talents appeared in the first expansion (Awesome Level 9000), while Archmage is from the Core Set. Also, while it works like a talent, it is not considered one, e.g. for Standing Stones, Changing Room, Potion of Redundancy Potion.

Rule: Specific words are not synonymous no matter how similar they seem.

Q: Do you get the extra action immediately when you play it? Or at the start of your next turn?

A: You get the extra action on each of your turns, including the one when Archmage is played.

Rule: An Ongoing ability only becomes active when the card is in play.

Q: I have an Archmage in play. On my turn, I haven't played the extra action yet and Archmage is destroyed. Do I still get to play an extra action?

A: Well, it depends. Archmage's ability is an "on your turn" ability. So, on your Play Cards phase, if you want to use its ability, you have to declare that you activate it, the ability does not activate itself by default (like how talents work). Once you've activated it, the extra action is "banked" for you to use later during that same phase; you don't play the extra action right away! Even if Archmage is destroyed, the extra action still remains "banked" and so you're free to play it. However, if you forgot to activate Archmage's ability before you destroy it, you haven't banked any extra action and so its ability is lost. UPDATE. The Bigger Geekier Box simplifies it that you can play the extra action even if Archmage is destroyed on the turn it is played.

Rule: Each "on your turn" ability can be activated once on each of your turns.

Rule: During your Play Cards phase, you can play extra minions and actions at any time or not at all.

Q: I have an Archmage in play and already played the extra action. If I play Doctor When or Do Over! to replay Archmage, do I get another extra action?

A: Yes. Even though it's the same minion, its ability is "refreshed" and can be used again.

Rule: When a card leaves play there is no memory of its previous status, so that even if it is replayed in the same turn it is treated as a new card, not the same card.


Questions on Chronomage[]

Q: If I manage to play a Chronomage during the Check for Scoring phase, perhaps as a result of a "special" ability, do I get the extra action play?

A: Yes, and you have to play the extra action immediately or not at all.

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

Q: I played a Sprout. At the start of my next turn, if I change it into a Chronomage, do I get the extra action play?

A: Yes, and you have to play the extra action immediately or not at all, you cannot save it for your upcoming Play Cards phase.

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


Questions on Enchantress[]

Q: If I play an Enchantress on Haunted House, do I draw then discard a card ? Or do I discard then draw a card?

A: You draw then discard a card. Haunted House's ability is resolved after a minion is played. So, you first completely resolve the Enchantress's ability, then resolve Haunted House's ability.

Rule: When a card says "After X, do Y", you need "X" to happen and be resolved completely before you do the effect stated as "Y".

Q: I played a Sprout. At the start of my next turn, I already have ten cards in my hand and choose to replace the Sprout with an Enchantress, I will have to draw an eleventh card. Is it immediately discarded instead? Or do I draw one and must immediately choose which card to discard?

A: You don't discard any card until your upcoming Draw 2 Cards phase. At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: You wait until your Draw 2 Cards phase to discard down to 10; if your hand is bigger than 10 at other times of the game, that’s okay.


Questions on Neophyte[]

Q: I play Neophyte and reveal an action. I haven't played my normal action yet, can I still play the revealed action?

A: Yes. Extra and normal actions can be played in any order.

Rule: During your Play Cards phase, you can play extra minions and actions at any time or not at all.

Q: With Neophyte, I reveal an action from the top of my deck. Do I have to play it immediately? Or because it's an extra, can I play it later on my turn?

A: You must either play it as an extra action (if possible), place it in your hand (if it is an action) or put it on top of your deck. You cannot just hold the card and wait until you're ready.

Rule: Extra cards that refer to a specific card must be played immediately or not at all.

Q: If I reveal a card I don't own, what happens?

A: There are three different paths for the revealed card:
- If it's an action and you choose to place it into your hand, it goes to its owner's hand, that's because the other players can see who owns the card and the card changes location.
- If it's an action and you choose to play it, then you control it like any card you play.
- If it's a minion, or an action that you don't want to either draw or play, it goes to the top of your deck, that's because, while the other players can see who owns the card, the card is merely revealed and doesn't change location.

Rule: When a card that others can see goes to the hand, deck or discard pile, it goes to the one belonging to the card’s owner.

Rule: Cards you don’t own that are merely revealed in your hand or deck stay there.

Rule: When a player plays a card, they become the card's controller.

Q: I played a Sprout. At the start of my next turn, I already have ten cards in my hand and choose to replace the Sprout with a Neophyte, I will have reveal the top card of my deck. If it is an action, what happens if I decide to place it in my hand? Is it immediately discarded instead? Or do I draw it and must immediately choose which card to discard?

A: You don't discard any card until your upcoming Draw 2 Cards phase. At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: You wait until your Draw 2 Cards phase to discard down to 10; if your hand is bigger than 10 at other times of the game, that’s okay.


Questions on Mass Enchantment[]

Q: If I play Mass Enchantment, then choose an action card from an opponent to play, what happens?

A: You play the action as if you control it. If it is played on another card (a base or a minion), it stays and you still control it. When the action goes to the discard pile, it goes to its owner's discard pile.

Rule: When a player plays a card, they become the card's controller.

Rule: When a card that others can see goes to the hand, deck or discard pile, it goes to the one belonging to the card’s owner.

Q: If I play an opponent's "instant" action, where is it discarded? My discard pile or theirs?

A: It's discarded in its owner's discard pile. If your opponent is the owner, it's discarded in theirs (usually the case). If you're the action's owner (very unlikely), it goes in yours.

Rule: When a card that others can see goes to the hand, deck or discard pile, it goes to the one belonging to the card’s owner.

Q: If I reveal a card owned by a different player than the deck it is revealed from, what happens?

A: There are two different paths for the revealed card:
- If it's an action and you choose to play it, then you control it like any card you play.
- Otherwise, it goes to the top of the deck it was revealed from, that's because, while the other players can see who owns the card, the card is merely revealed and doesn't change location.

Rule: Cards you don’t own that are merely revealed in your hand or deck stay there.

Rule: When a player plays a card, they become the card's controller.

Q: If I play a Madness card from the top of an opponent's deck and choose to draw two cards, where is the Madness card discarded?

A: You played it, so you've got control of, which makes you its owner as well. Standard actions are discarded into their owner's deck, so the Madness card goes into your discard pile, not the other player's.

Rule: The current possessor or controller of each Madness card is treated as its owner as well.

Q: With Mass Enchantment, can I play an action from an opponent's faction and have it affect the minions of my factions? Or do the minion and action have to be from the same faction?

A: Any card from one faction can freely affect cards from other factions, not just their own. So if your minions are eligible targets for your opponent's action, you can target them.

Rule: When a player plays a card, they become the card's controller.

Rule: Do exactly what the card says.

Q: My opponent used Mass Enchantment to play a "play on a base" action from my deck (e.g. Difference Engine). I play Steam Man on that base. Since Difference Engine is one of "my actions" (even though another player played it). Steam Man has +1 power, right?

A: Nope. Because they played it, they became Difference Engine's controller, so it's "their" action now, not yours.

Rule: When a player plays a card, they become the card's controller.

Rule: "Your action" means "an action that you control".

Q: At the end of their turn, my opponent drew the last two cards from their deck, so their deck is empty. If I play Mass Enchantment and they have no card to reveal, what happens?

A: Your opponent needs to shuffle their discard pile to make a new deck. Then, they'll reveal the top card of that deck.

Rule: If you need to draw, reveal, search for or look at a card and your deck is empty, shuffle your discard pile and put it on the table face down—that’s your new deck; continue from there.

Q: With Mass Enchantment, I play an opponent's action. The action tells me to do something else instead of discarding it. For example, placing it in my hand (Friendship Power), under my deck (Time Walk), on the top of my deck (Favor of Dionysus),... Do I place the card in my hand/deck?

A: If you choose to place the action in your hand or deck, it actually goes to its owner's hand or deck instead of yours.

Rule: When a card that others can see goes to the hand, deck or discard pile, it goes to the one belonging to the card’s owner.

Q: I play Mass Enchantment and an opponent reveals a special action. Can I play it?

A: Yes, but the consequences will vary over whether the Special's condition is met or not. If it's not the case when it's revealed, then the action is discarded without effect. If it's the case, then you can play it, e.g. before a base scores, you play Mass Enchantment with a Mole and an opponent reveals a "before a base scores" action.

Rule: If a Special must be played when its conditions don’t allow it, it is discarded instead.

Q: In a 3- or 4-players game, I play Mass Enchantment and all my opponents reveal an action, can I play all of them as extra actions or only one?

A: Only one.

Rule: Do exactly what the card says.

Q: A player plays Mass Enchantment and plays one of my actions to do some stuff, can I play Disenchant to cancel whatever they did?

A: No, Mass Enchantment is discarded after play since it's a standard action (i.e. an action doesn't get attached to a minion or a base). Disenchant on the other hand can only be used to destroy an action that's currently attached to a minion or a base, which excludes Mass Enchantment. Also note that destroying a card doesn't necessarily undo whatever the card did, it's just no longer there. And if you're referring to how the card is named "Disenchant" and should therefore work on cards with the word "Enchantment" in their names, those are just the name of the cards and what the cards can actually do is described in their abilities--don't assume anything from the card names alone or how you think cards should work.

Rule: Do exactly what the card says.

Rule: Removing a card from play does not necessarily undo what it did.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it doesn't affect any minions in play and so its effect can't be copied.

Rule: Do exactly what the card says.


Questions on Mystic Studies[]

Q: After playing this card, I have more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: You wait until your Draw 2 Cards phase to discard down to 10; if your hand is bigger than 10 at other times of the game, that’s okay.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it doesn't affect any minions in play and so its effect can't be copied.

Rule: Do exactly what the card says.


Questions on Portal[]

Q: If I play Portal, then somehow only get to reveal less than five cards, what happens?

A: Shuffle your discard pile into a new deck, then reveal the remaining number of cards. Note that Portal will not be in the discard pile until the ability finishes resolving, and it should end up in the new discard pile.

Rule: If you need to draw, reveal, search for or look at a card and your deck is empty, shuffle your discard pile and put it on the table face down—that’s your new deck; continue from there.

Rule: Standard actions are discarded after they are resolved.

Q: If I reveal a card I don't own, what happens?

A: There are two different paths for the revealed card:
- If it's a minion and you choose to place it into your hand, it goes to its owner's hand, that's because the other players can see who owns the card and the card changes location.
- If it's an action, or a minion that you don't want to draw, it goes to the top of your deck, that's because, while the other players can see who owns the card, the card is merely revealed and doesn't change location.

Rule: When a card that others can see goes to the hand, deck or discard pile, it goes to the one belonging to the card’s owner.

Rule: Cards you don’t own that are merely revealed in your hand or deck stay there.

Q: After playing this card, I have more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: You wait until your Draw 2 Cards phase to discard down to 10; if your hand is bigger than 10 at other times of the game, that’s okay.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it doesn't affect any minions in play and so its effect can't be copied.

Rule: Do exactly what the card says.


Questions on Sacrifice[]

Q: Does Sacrifice work with a minion in my hand and on the table? Or only on the table?

A: The minion you choose must be on a base.

Rule: "Your minion" means "a minion that you control".

Q: If I choose a minion that "can't be destroyed" or has a similar ability (e.g. Warbot or Buccaneer), does Sacrifice still let me draw cards?

A: Yes. Drawing the cards and destroying your minion are independent. So even if the minion is not destroyed, you still draw your cards.

Rule: Effects are resolved entirely.

Q: It tells me to choose "one of my minions". Can I choose a minion I own that I don't control? I don't control it but I "own" it, so it's "my" minion, right?

A: No. "Your minions" are minions you control, whether or not you own them. A minion you own but don't control isn't yours.

Rule: "Your minion" means "a minion that you control".

Q: After playing this card, I have more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: You wait until your Draw 2 Cards phase to discard down to 10; if your hand is bigger than 10 at other times of the game, that’s okay.

Q: If I take control of an opponent's minion (Kitty Cats, Flower Child), can I use Sacrifice on it?

A: Yes. If you have control of it, then it's one of "your minions" and is therefore an eligible minion for Sacrifice.

Rule: "Your minion" means "a minion that you control".

Q: Can I choose a minion in stasis?

A: No, cards in stasis cannot be chosen by cards that do not explicitly state cards in stasis can be chosen.

Rule: Cards in stasis may not be affected by, or chosen as the target of, any ability that does not refer to stasis.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: - If Diva copies it, Diva is considered as indirectly affected by the action and is destroyed. Note that you won't be able to draw additional cards for the destroyed Diva, because you've already drawn the cards before you're able to copy the destroy effect. Also, note that merely choosing a minion doesn't count as affecting it, so you can't copy that part.
- If Dancing King copies it onto a minion (it can be itself), that minion is considered as indirectly affected by the action and is destroyed. Note that you won't be able to draw additional cards for the destroyed minion, because you've already drawn the cards before you're able to copy the destroy effect. Also, note that merely choosing a minion doesn't count as affecting it, so you can't copy that part.
- If We are Family copies it, the minion it is on is considered as indirectly affected by the action and is destroyed. Note that you won't be able to draw additional cards for the destroyed minion, because you've already drawn the cards before you're able to copy the destroy effect. Also, note that merely choosing a minion doesn't count as affecting it, so you can't copy that part.
- With Funky Town, you can only copy it if you're the one who played the action, but if Funky Town does copy it, the minion is considered as indirectly affected by the action and is destroyed. Note that you won't be able to draw additional cards for the destroyed minion, because you've already drawn the cards before you're able to copy the destroy effect. Also, note that merely choosing a minion doesn't count as affecting it, so you can't copy that part.

Rule: Do exactly what the card says.


Questions on Scry[]

Q: If I play Scry but my deck is empty, do I shuffle the discard pile into my deck or do I get nothing?

A: Shuffle your discard pile into a new deck, then search it. Note that Scry will not be in the discard pile until the ability finishes resolving, and it should end up in the new discard pile.

Rule: If you need to draw, reveal, search for or look at a card and your deck is empty, shuffle your discard pile and put it on the table face down—that’s your new deck; continue from there.

Q: I play Scry. There's only a few cards left in my deck and they are all minions, do I shuffle the discard pile into my deck or do I get nothing?

A: Unfortunately, you get nothing. Your deck is not "empty", so no reshuffle. You get no action, but you still need to shuffle your deck.

Rule: Do exactly what the card says.

Rule: If you need to draw, reveal, search for or look at a card and your deck is empty, shuffle your discard pile and put it on the table face down—that’s your new deck; continue from there.

Q: If I reveal a card I don't own, what happens?

A: It goes to its owner's hand. That's because the other players can see who owns the card and the card changes location.

Rule: When a card that others can see goes to the hand, deck or discard pile, it goes to the one belonging to the card’s owner.

Q: After playing this card, I (somehow) have more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: You wait until your Draw 2 Cards phase to discard down to 10; if your hand is bigger than 10 at other times of the game, that’s okay.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it doesn't affect any minions in play and so its effect can't be copied.

Rule: Do exactly what the card says.


Questions on Summon[]

Q: During base scoring, I manage to play Summon with a Mole. I play a Neophyte as the extra minion, reveal the top card of my deck and play it since it's an action. Did I play correctly? Are extra cards only playable during the normal phase of my turn? And aren't special cards the only cards that are playable out of turn?

A: You played correctly. If a card that was played outside the Play Cards phase grants extra cards to play, then you must play them immediately or not at all. If those extra cards also grant more extra cards, you must also play them immediately or not at all. Moreover, since Neophyte's extra action play is about a specific card, that card must be played immediately or not at all. Note that if you don't play those extra cards immediately, they are lost.

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

Rule: Extra cards that refer to a specific card must be played immediately or not at all.

Q: Can I play Summon without having any minions in my hand? How do I prove that I don't have a minion to play?

A: You can play Summon without playing a minion and there's no reason to prove you can't do it. Actually, when you play Summon (during your Play Cards phase), it just grants you the possibility to play an extra minion. You don't even have to play one if you don't want to.

Rule: Extra cards are always optional.

Q: I played Summon but then decided I don't want to play a minion anymore. Do I still have to play one?

A: No. Even though it says "Play an extra minion", you don't have to do it. Abilities that grant extra cards to play just increases the number of cards of that type that you can play for the turn, but they never force you to play one. This is an exception to the rule that tells you that you must follow a card's ability.

Rule: Extra cards are always optional.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it doesn't affect any minions in play and so its effect can't be copied. Note that merely playing a minion doesn't count as affecting it.

Rule: Do exactly what the card says.


Questions on Time Loop[]

Q: With Time Loop, can I play only one action instead of two?

A: Sure. Time Loop just gives you the right to play two more actions this turn. You can play just one or none at all.

Rule: Extra cards are always optional.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it doesn't affect any minions in play and so its effect can't be copied.

Rule: Do exactly what the card says.


Questions on Winds of Change[]

Q: If I play Winds of Change while my deck is empty, do I shuffle my hand and discard pile together to make a new deck?

A: No. When your deck is empty, it remains empty until you need to draw, search, reveal or look at a card from it. In the case of Winds of Change, you first shuffle your hand into your empty deck. So, only your hand becomes your new deck. Draw cards from it. If that new deck has fewer than five cards, draw all of it, then shuffle your discard pile to make a new deck, and continue drawing from it. Note that Winds of Change will not be in the discard pile until the ability finishes resolving, and it should end up in the new discard pile.

Rule: Do exactly what the card says.

Rule: If you need to draw, reveal, search for or look at a card and your deck is empty, shuffle your discard pile and put it on the table face down—that’s your new deck; continue from there.

Q: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: It doesn't interact with them at all, because it doesn't affect any minions in play and so its effect can't be copied.

Rule: Do exactly what the card says.


Questions on Arcane Protector[]

Main article: Titans

Q: The card says "Special" so I can use it at any time, even outside of my turn, right?

A: Be careful, "Special" does not mean the card can be played out of turn. "Special" simply means that it's an ability that can be used when its condition is met. Whether it can be used out of turn, activated straight from your hand/discard pile, or if it can only be used when it's already in play (essentially being a synonym of Ongoing), it entirely depends on the wording. In the case of Arcane Protector, the condition is "After you play your fifth or higher card in a turn", so you can play it immediately after you play your fifth or higher card on any player's turn. So Arcane Protector can indeed be played on any turn, but only after you've played five or more cards in that same turn.

Rule: A Special ability will describe how it can be used.

Q: I don't get its Ongoing ability. How much power do I have when it's out?

A: At any moment of the game, you have to count the number of cards in your hand, divide that number by two and round it down. So if you have zero or only one card in hand, you have +0 power on Arcane Protector's base; if you have two or three cards in hand, you have +1 power on its base; if you have four or five cards in hand, you have +2 power on its base; if you have six or seven cards in hand, you have +3 power on its base; if you have eight or nine cards in hand, you have +4 power on its base; etc. Every two cards, you gain one more power.

Rule: Do exactly what the card says.

Q: What is the power added to? Does it increase one of my minions power?

A: It is added to your total power on the base. It doesn't increase any of your minions' power. You just calculate your total power on the base normally, then add the power from Arcane Protector's Ongoing ability.

Rule: Do exactly what the card says.

Q: A base is chosen to score. I have no minions there, but I have Arcane Protector there. It is similar to a minion, right? So I can still get VPs from the base if 0 is among the top three total power, right?

A: No and no. Arcane Protector is a titan, not a minion. To be eligible to receive VPs, you must have at least one minion or at least 1 total power on the base. If you have no minions and your total power there is 0, then you can't receive any VPs from the base. Now, if Arcane Protector had any +1 power counters on it and/or gave you any total power (e.g. from its Ongoing ability or on Kaiju Island), then you would have at least 1 total power and be eligible. Otherwise, no.

Rule: A player must have at least one minion or 1 total power on a base to be eligible to receive its VP reward.

Q: An opponent is playing with the Wizards with their titan. Their Arcane Protector isn't in play. I manage to play five or more cards in a turn, I can then invoke Arcane Protector through its Special ability and play it, right?

A: No, only the player who has it next to their deck can play it.

Rule: Playable Special cards can only be played by their current possessor.

Q: After using its talent, I have more than 10 cards in hand, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards.

Rule: You wait until your Draw 2 Cards phase to discard down to 10; if your hand is bigger than 10 at other times of the game, that’s okay.

Q: I play an Argonaut. It counts as both playing a minion and playing an action, so it counts as playing two cards for the purpose of summoning Arcane Protector, right?

A: No, it counts as playing one card, it's just treated as if you played one card that counts as both a minion and an action.

Rule: Do exactly what the card says.

Trivia[]

  • The artist is Carmen Cianelli.
  • The artist for the titan (which was released after the Core Set) is Francisco Rico Torres, who also designed the art of many other factions.
  • Their divider (available in The Big Geeky Box and The Bigger Geekier Box) features Summon.
  • School of Wizardry may be a reference to Hogwarts.
  • Arcane Protector is the first card to have a talent that allows you to simply draw a card without any cost or restrictions.

In other languages[]

Language Name Translation (if different)
Chinese 法师
Czech Kouzelníci
French Sorciers
German Zauberer
Greek Μάγοι
Hebrew מכשפים
Italian Maghi
Japanese 魔術師 Magicians
Polish Czarodzieje
Portuguese Magos Magicians
Russian Волшебники
Spanish Magos
Turkish Büyücüler Magicians


Core Set
Factions: Aliens  •  Dinosaurs  •  Ninjas  •  Pirates  •  Robots  •  Tricksters  •  Wizards  •  Zombies
Mechanics: Titans (optional, since the TITANS Event Kit)
TITANS Event Kit
Mechanics: +1 Power Counters  •  Madness  •  Titans
Sets
Main: Core Set  •  Awesome Level 9000  •  The Obligatory Cthulhu Set  •  Science Fiction Double Feature  •  Monster Smash  •  Pretty Pretty Smash Up  •  Smash Up: Munchkin  •  It’s Your Fault!  •  Cease and Desist  •  What Were We Thinking?  •  Big in Japan  •  That ’70s Expansion  •  Oops, You Did It Again  •  World Tour: International Incident  •  World Tour: Culture Shock  •  Smash Up: Marvel  •  Smash Up: Disney Edition  •  10th Anniversary  •  Excellent Movies, Dudes!
Big Boxes: The Big Geeky Box  •  The Bigger Geekier Box
Event Kits: All Stars Event Kit  •  TITANS Event Kit
Booster Packs: Smash Up All Stars  •  Smash Up Sheep Promo  •  Smash Up Penguins  •  Smash Up TITANS  •  Dead Reckoning Promo  •  Smash Up Goblins  •  Smash Up Knights of the Round Table  •  Smash Up Teens
Cancelled: World Tour Event Kit

References[]

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