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You'll find more detailed FAQs addressing each individual card on their corresponding faction's page.

Effect Resolution[]

Do exactly what the card says[]

To use, add {{Do What Card Says Rule}}

When you play a card or invoke the ability of a card in play, do exactly what the card says word for word. Sometimes, you may not understand what a card does and how it may help you. Just read it and do what it says one step at a time. Never try to guess the designer's intention or claim a certain card "should" be read/understood a certain way when it's not clearly written as such.

For example, it's easy to miss that certain cards in the Super Spies also concern the player playing them, namely Operative and Discards Are Forever also make you reveal cards from your deck, compared to several other cards that only concern "other players". When in doubt, just go with what the card actually says.

Another example is when you play a minion that affects a card or allows you to play a card but there is no mention whatsoever about the base where you can do it, e.g. Supreme Overlord, Mechanic, Flower Child, Mr. Grumpers, Sneaky Squire, etc. A common misconception is that you must do their effect on their base, but in reality you can resolve their effect on any base, not just the base they were played on.

Some cards don't function exactly like how they are worded though, either because of poor wording or because the card received a corrected text in the rules, but those cases are rare and covered by errata and/or clarifications.

Sub-rule:

History:

  • Core Set: Page 4, "To play a minion, choose a base and put the minion card beside it, facing toward you. Do what the card says."
  • Core Set: Page 4, "To play an action, show your card and do what it says."
  • Core Set: Page 9, "You must follow a card’s ability, even if it’s bad for you."
  • Core Set: Page 12, "Follow all instructions on card abilities as you play them."
  • Core Set: Page 12, "You must follow a card’s ability, even if it’s bad for you."
  • The Bigger Geekier Box: Page 12, "If no limit is specified in the rules or on the card, there is no limit."
  • World Tour: International Incident: Page 15, clarification of "Grasp the Belt", "You may choose to move a minion you control, even if it’s your only minion on the base."

Specific words are not synonymous no matter how similar they seem[]

To use, add {{Specific Words Rule}}

Specific keywords are used in this game, and just like the vast majority of card games, those keywords have precise meaning and aren't synonymous.

As such, if an ability allows you to "place" a card in play into your hand, this is not the same as "returning" a card from play to your hand, despite the results being the same. Similarly, a "destruction" allows to put a card in play in the discard pile, but while after scoring a base, cards in play on that base also go to the discard pile, that's not a destruction. Likewise, if you are prevented from "playing" a card, this doesn't stop you from invoking the abilities of cards already in play.

However, the game occasionally uses vague wordings that may make players wonder and unfortunately, sometimes we are in our right to consider them synonymous, such as +1 power counters usually being "placed" on cards, but inexplicably Laboratorium have the cards "get" +1 power counters (this is important for Ancient Lord).

History:

  • The Bigger Geekier Box: Page 9, "Specific words are not synonymous no matter how similar they seem. For example, destroy, discard, move, place, play, and return are all different things done with or to cards. This means that a card that cannot be destroyed can still be returned or discarded."
  • The Bigger Geekier Box: Page 23, clarification of "Mindraker", "“While this base is scoring” means from the moment the base is chosen to score until its replacement base is played. While this card stops Specials from being played, it does not prevent Specials already in play from resolving."

If there are no limits, there are no limits[]

To use, add {{No Limit Rule}}

As long as you follow what the rules and cards are saying, you should be fine. Don't try to see limits where there aren't. For example, several cards do something specifically on the base they are played on, e.g. Collector, Ninja Master, Laseratops, etc. But several others don't state anything about the base so you should not think that such a limit also applies to them, if those don't state a particular base, then you can choose to do their effects on any base! E.g. Mr. Grumpers, Flower Child, Supreme Overlord, etc.


Effects are resolved entirely[]

To use, add {{Entire Resolution Rule}}

When you resolve an ability, whether you played the card, invoked a talent, ongoing or base ability, you must resolve that effect in its entirety. In particular, if the effect is composed of several instructions and one of those instructions cannot be followed for any reason, you still follow the remaining instructions even if they come after the failed instruction.

For example, if you use a Servitor of Cthulhu's talent or resolve a Sprout's ability (both those minions tell you to destroy them and then do something), and if those minions are indestructible, you still do the rest of their abilities.

The only ways for an instruction not to be resolved is:

  • if the instruction is optional,
  • and if the instruction is explicitly conditioned to another and if the latter fails, e.g. "Do X to Do Y" effects.

Sub-rule:

History:

  • Core Set: Page 9, "You can play a card even if its ability can’t happen."
  • Core Set: Page 9, "You must follow a card’s ability, even if it’s bad for you."
  • Core Set: Page 12, "Follow all instructions on card abilities as you play them."
  • Core Set: Page 12, "You can play a card even if its ability can’t happen."
  • Core Set: Page 12, "You must follow a card’s ability, even if it’s bad for you."
  • Smash Up: Munchkin: Page 12, clarification of "Gimme!", "Gimme! can transfer the card even if the destruction fails."
  • Cease and Desist: Page 13, "You can play a card even if its ability can’t or doesn’t happen."
  • Cease and Desist: Page 12, clarification of "Science Officer, Teleport Overflow", "You can return a minion you control but don’t own, and still do the rest of the ability."
  • Cease and Desist: Page 12, clarification of "Scoundrel", "You can use its talent if you have no other minions at its base."
  • What Were We Thinking?: Page 12, clarification of "Attic Treasures", "If you have less than 3 cards in hand, place all you have and still draw 3 cards."
  • What Were We Thinking?: Page 12, clarification of "Lost Cities", "Even if a different ability chooses the next base, Lost Cities can still let you play a minion on it."
  • The Bigger Geekier Box: Page 12, "If you cannot do everything an ability makes you do (e.g., discard a certain number of cards), do as much as you can."
  • The Bigger Geekier Box: Page 12, "If an ability lists multiple effects independently (e.g. “Do X then Y” or “Do X and do Y” or “Do X. Do Y.”), then you must do both X and Y if you can, in that order. If you cannot do one, you must still do the other."
  • The Bigger Geekier Box: Page 12, "If an ability affects multiple targets, resolve that effect on each target separately. For example, if several minions are destroyed by one action card, and one of those minions is immune, it survives the destruction while all the other minions are destroyed."
  • The Bigger Geekier Box: Page 20, clarification of "Madness Unleashed", "You must do all discarding before drawing anything. You may not continue discarding Madness cards after starting to draw cards."
  • The Bigger Geekier Box: Page 20, clarification of "Servitor of Cthulhu", "If your attempt to destroy this card fails because it is protected from destruction, you still place the action card."
  • The Bigger Geekier Box: Page 21, clarification of "Powderkeg", "If you choose a minion that is immune to destruction, the other minions are still destroyed (unless also immune)."
  • The Bigger Geekier Box: Page 21, clarification of "Bacta the Future", "If the minion you choose to destroy is protected, you still resolve the rest of the ability."
  • The Bigger Geekier Box: Page 23, clarification of "Flame Trap", "If the minion is immune to destruction, Flame Trap is still destroyed."
  • The Bigger Geekier Box: Page 23, clarification of "Dinner Date", "You may place the +1 power counter even if there is no other minion at the base."
  • Smash Up: Marvel: Page 6, "If the effects are ordered in an independent way – e.g. “Do X and then do Y”, “Do X. Do Y” – then later effects are resolved even if the earlier effects cannot be. (For example, if you play Modular Tech and have no modifiers in play you still may play an extra action.)"

An ability is what's written at the bottom of any card[]

To use, add {{Ability Meaning Rule}}

When a card refers to an "ability", e.g. Game Guru says that it's immune to other players' "abilities", it refers to any cards that player plays or controls, i.e. the effects of their minions, actions and titans.

A common misunderstanding among beginner players is that an "ability" is for minions only while the abilities of actions are simply referred to as "actions", when in fact all cards (minions, actions, bases, etc.) have abilities, which is the text on the bottom of those cards.

History:

  • Core Set: Page 5, diagrams of a minion and action cards, the text on the bottom is called an "ability".
  • Core Set: Page 7, diagram of a base card, the text on the bottom is called an "ability".
  • Cease and Desist: Page 11, clarification of "Bruiser, The Touch", "When the talent is used, the minion loses the abilities granted by actions (The Touch, Passengers, Flighterizer), but not the benefits of an action’s own abilities (Cesium Armor, Matrix of Bossiness)."
  • What Were We Thinking?: Page 12, clarification of "Cuddle", "This does not cancel the abilities of actions on the minion, but it does cancel abilities granted by an action (e.g. Flighterizer)."

A player's abilities are the abilities on the cards the player controls[]

To use, add {{Player Abilities Rule}}

When a card refers to "a player's abilities", e.g. when it gives an immunity to "other players' abilities", it refers to the abilities on all the cards controlled by that or those players, i.e. their minions, their actions and their titan. Those don't include: - abilities on cards they own but don't control, - abilities on bases, even if they allow that player to affect your cards, e.g. Ninja Dojo, Mushroom Kingdom, etc. - and (obviously) abilities on cards controlled by a different player not referred to by the card, even when those abilities allow the target player to affect your cards, e.g. Everybody was Kung Fu Fighting.

History:

  • Core Set: Page 5, diagrams of a minion and action cards, the text on the bottom is called an "ability".
  • The Bigger Geekier Box: Page 10, definition of "player's abilities", "The abilities on the cards the player controls. This includes minions, actions, and titans, but not cards the player doesn’t control like bases or monsters."

"Your card" means "a card that you control"[]

To use, add {{Your Card Rule}}

In order for a card to be considered as one of "your cards", you must be controlling it, i.e. it is in play and you actually are its controller.

In particular, cards you own but that you don't control aren't yours, while cards you control but don't own are indeed yours.

History:

  • Cease and Desist: Page 13, "“Your” cards are those you control, whether or not you own them."
  • The Bigger Geekier Box: Page 11, definition of "your", "When referring to cards in play, this means cards you control, no matter which faction or deck they are from."

Multiple parts of a card’s ability must be done in their stated order[]

To use, add {{Ability Parts Order Rule}}

When an ability is composed of multiple parts, resolve them in their written order.

History:

  • The Bigger Geekier Box: Page 12, "Multiple parts of a card’s ability must be done in their stated order, unless it says otherwise."
  • The Bigger Geekier Box: Page 12, "If an ability lists multiple effects independently (e.g. “Do X then Y” or “Do X and do Y” or “Do X. Do Y.”), then you must do both X and Y if you can, in that order. If you cannot do one, you must still do the other."
  • The Bigger Geekier Box: Page 20, clarification of "Madness Unleashed", "You must do all discarding before drawing anything. You may not continue discarding Madness cards after starting to draw cards."
  • Smash Up: Marvel: Page 6, "If an ability has multiple effects, they are resolved in the order they appear on the card."

If a timing label (Ongoing, Special, Talent) appears in an ability description, that label applies to all text that follows the label up to the end of the description, or to another label (if there is one)[]

To use, add {{Labels Application Rule}}

History:

  • The Bigger Geekier Box: Page 13, "If a timing label (Ongoing, Special, Talent) appears in an ability description, that label applies to all text that follows the label up to the end of the description, or to another label (if there is one)."

You can play or use a card even if its ability can’t happen[]

To use, add {{Undoable Effect Rule}}

Since effects are resolved entirely, even if parts of them cannot be done, it's also permitted to play a card or invoke an ability that cannot be done at all.

In particular, if a card tells you to do something to a certain number of cards, and there are not enough targets, you have to do as much as possible. For example, if you play Attic Treasures and you have fewer than three cards in hand, you must put them all under your deck. Another example, if Scoundrel is your only minion on its base, you can still invoke its talent and move it to another base by itself.

Exception:

History:

  • Core Set: Page 9, "You can play a card even if its ability can’t happen."
  • Core Set: Page 12, "You can play a card even if its ability can’t happen."
  • Cease and Desist: Page 13, "You can play a card even if its ability can’t or doesn’t happen."
  • Cease and Desist: Page 12, clarification of "Scoundrel", "You can use its talent if you have no other minions at its base."
  • What Were We Thinking?: Page 12, clarification of "Attic Treasures", "If you have less than 3 cards in hand, place all you have and still draw 3 cards."
  • The Bigger Geekier Box: Page 12, "If you cannot do everything an ability makes you do (e.g., discard a certain number of cards), do as much as you can."
  • The Bigger Geekier Box: Page 12, "If an ability lists multiple effects independently (e.g. “Do X then Y” or “Do X and do Y” or “Do X. Do Y.”), then you must do both X and Y if you can, in that order. If you cannot do one, you must still do the other."
  • The Bigger Geekier Box: Page 12, "If an ability affects multiple targets, resolve that effect on each target separately. For example, if several minions are destroyed by one action card, and one of those minions is immune, it survives the destruction while all the other minions are destroyed."
  • Smash Up: Marvel: Page 6, "If the effects are ordered in an independent way – e.g. “Do X and then do Y”, “Do X. Do Y” – then later effects are resolved even if the earlier effects cannot be. (For example, if you play Modular Tech and have no modifiers in play you still may play an extra action.)"

If the ability doesn't say "you may", you must do it[]

To use, add {{May Meaning Rule}}

You must do what a card says, the only way for it to be optional is if it says that you "may" do it.

Sub-rule:

Exception:

  • Extra cards are always optional: Whether the card says "Play an extra minion/action" or "You may play an extra minion/action", it's the same thing.
  • Playing a titan is always optional: It's part of the rules that if a card tells you to play a titan, you have a choice whether or not to play it.

History:

  • Core Set: Page 9, "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."
  • Core Set: Page 12, "You must follow a card’s ability, even if it’s bad for you. If a card says you may do something, you have a choice whether to do it."
  • Pretty Pretty Smash Up: Page 12, "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."
  • Pretty Pretty Smash Up: Page 16, "You must follow a card’s ability, even if it’s bad for you. If a card says you “may” do something, you have a choice whether to do it."
  • Smash Up: Munchkin: Page 13, "You must follow a card’s ability, even if it’s bad for you. However, Talents are always optional, as are abilities that say you “may” do them."
  • What Were We Thinking?: Page 13, "Extra cards are optional, as are abilities that say you “may” do something."
  • The Bigger Geekier Box: Page 10, definition of "may", "The phrase “You may do X” means you are allowed to do X, but are not required to do X."

"You may do X and Y" means you either do both X and Y, or neither X nor Y[]

To use, add {{You May Do X And Y Rule}}

Just because there's a "may" doesn't mean that both are independently optional. Otherwise, the ability would have actually been worded "you may do X and you may do Y". So, if you choose to do it, you must attempt to do both. If you choose not to do it, you don't do either.

For example, if you play Idaho Smith and choose to play a base, you must at least move Idaho Smith to there; you cannot choose not to do it if you discover that the base isn't interesting.

History:

  • The Bigger Geekier Box: Page 10, definition of "may", "“You may do X and Y” means you either do both X and Y, or neither X nor Y; you cannot opt to do just one of them."

If an ability says “any number” you may choose zero[]

To use, add {{Any Number Rule}}

Zero is a number, so it's a valid choice if there are no good options.

For example, if you play Fetch I Know Not What and don't wan't any of the actions, you can choose to take none of them. Or, if you play Idaho Smith and choose to play a base, you can choose just to move Idaho Smith to there if it's better for you.

History:

  • Core Set: Page 9, "If an ability says “any number” you may choose zero."
  • Core Set: Page 12, "If an ability says “any number” you may choose zero."
  • Pretty Pretty Smash Up: Page 12, "If an ability says “any number” you may choose one, or even zero."

You may play a card that says “all” even if there are no targets[]

To use, add {{All X Rule}}

When a card allows you to affect "all" relevant targets and there are none available, you can still do it and target nothing since there aren't any available.

History:

  • Core Set: Page 9, "You may play a card that says “all” even if there are no targets."
  • Core Set: Page 12, "You may play a card that says “all” even if there are no targets."
  • The Bigger Geekier Box: Page 22, clarification of "On the Lamb", "You may choose a player with no minions there and move “all” those minions, even if someone else does have minions there."

Playing Cards[]

When you play a card, resolve the played card's ability immediately and completely[]

To use, add {{Play Meaning Rule}}

When you play a card, you must immediately resolve its abilities: - If it's an on-play ability, you must do it now, - If it's an Ongoing ability, it now becomes active, - If it's a Talent, ignore it; you will only be able to use it when you're free to invoke it, - If it's a Special, you may only do it if it's the right moment to use it.

Exception:

History:

  • Core Set: Page 4, "To play a minion, choose a base and put the minion card beside it, facing toward you. Do what the card says."
  • Core Set: Page 4, "To play an action, show your card and do what it says."
  • Core Set: Page 8, definition of "play", "A card’s ability happens when you play it."
  • Core Set: Page 9, "You can play a card even if its ability can’t happen."
  • Core Set: Page 12, "Follow all instructions on card abilities as you play them."
  • Core Set: Page 12, "You can play a card even if its ability can’t happen."
  • Cease and Desist: Page 13, "You can play a card even if its ability can’t or doesn’t happen. For example, you can play an action that destroys a minion even if no minions are in play, or if the minion you choose is immune to destruction."
  • What Were We Thinking?: Page 12, clarification of "Attic Treasures", "If you have less than 3 cards in hand, place all you have and still draw 3 cards."
  • What Were We Thinking?: Page 12, clarification of "Lost Cities", "Even if a different ability chooses the next base, Lost Cities can still let you play a minion on it."
  • The Bigger Geekier Box: Page 12, "On-play (i.e. unlabelled) abilities, and Ongoing abilities with no specified timing, are resolved immediately after playing the card."
  • The Bigger Geekier Box: Page 12, "If you cannot do everything an ability makes you do (e.g., discard a certain number of cards), do as much as you can."
  • The Bigger Geekier Box: Page 12, "If an ability lists multiple effects independently (e.g. “Do X then Y” or “Do X and do Y” or “Do X. Do Y.”), then you must do both X and Y if you can, in that order. If you cannot do one, you must still do the other."
  • The Bigger Geekier Box: Page 12, "If an ability affects multiple targets, resolve that effect on each target separately. For example, if several minions are destroyed by one action card, and one of those minions is immune, it survives the destruction while all the other minions are destroyed."
  • The Bigger Geekier Box: Page 21, clarification of "Bacta the Future: If the minion you choose to destroy is protected, you still resolve the rest of the ability."
  • The Bigger Geekier Box: Page 23, clarification of "Dinner Date", "You may place the +1 power counter even if there is no other minion at the base."
  • Smash Up: Marvel: Page 5, "Each set of instructions on a card is called an ability. Most cards only have one, but some have more. Abilities come in different types:"
    • "Unless an ability has one of the labels below, it is an On-play ability and is resolved immediately after the card is played. (But not after it is moved.)"
    • "Ongoing: Ongoing abilities either are always taking effect as long as their conditions are met – which may start once the card is in play – or they are resolved after a particular trigger."
    • "Special: Special abilities are resolved at unusual times, as the card itself explains. (See p. 10.)"
    • "Talent: A Talent can be activated once during each of your turns, during the Play Cards phase only."
  • Smash Up: Marvel: Page 6, "If the effects are ordered in an independent way – e.g. “Do X and then do Y”, “Do X. Do Y” – then later effects are resolved even if the earlier effects cannot be. (For example, if you play Modular Tech and have no modifiers in play you still may play an extra action.)"

If conditions prohibit playing a chosen card, discard it instead[]

To use, add {{Prohibited Play Rule}}

If you play a card that has prerequisites for play that are not met or if you play a card and outside conditions prevent it from being played, then you discard the card instead without effect.

Sub-rule:

History:

  • The Bigger Geekier Box: Page 11, definition of "special", "If a Special must be played when its conditions don’t allow it, it is discarded instead."
  • The Bigger Geekier Box: Page 13, "If an ability says that a minion or base is not affected by cards or actions, any such cards that are already attached to the minion or base are immediately destroyed, since having a card attached is an effect. Similarly, if you try to play such a card on a minion or base protected from its effects, that card is discarded instead."
  • The Bigger Geekier Box: Page 18, clarification of "Non-Infinite Loop", "If you choose an action whose conditions for play are not met (e.g., Cosplay, Force of Wil), it has no effect and you just return it to your hand."
  • The Bigger Geekier Box: Page 21, clarification of "Doppelganger", "If conditions prohibit playing the chosen minion, discard it instead."
  • Oops, You Did It Again: Page 10, "When a buried card is uncovered, its controller immediately plays it as an extra card. It is played either on the same base, or on a minion on that base, or simply resolved and discarded, as appropriate. It is resolved just as if it were played from the hand. If circumstances make playing it impossible (e.g. it’s a card that is only played before a base scores), it is discarded instead."
  • World Tour: Culture Shock: Page 10, definition of "Cards played off the top of the deck", "If the X that you reveal has prerequisites for play that are not met (e.g. Shoggoth), it is discarded instead."

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[]

To use, add {{Replayed Card Rule}}

When a card leaves play and is replayed, it counts as a new card and totally not the same card that left play before. This is especially important for various reasons:

  • If the card was subject to a temporary buff/debuff or a cancellation of effect, replaying the card resets them.
  • If the card has a "on your turn" ability or a talent, replaying the card allows you to reuse them.
  • Finally, if the card is subject to a "Only one of that card's ability"-type of limitation, then replaying it also counts against that limitation.

For example, if you play a Tenacious Z and it leaves play on the same turn, you cannot play any again for the rest of the turn even the same one, because it would count as a second Tenacious Z, which is forbidden.

Another example is if you return a minion that was subject to a temporary buff or a debuff, i.e. +/-N power until a certain deadline, and replay the minion. In that case, the buff or debuff no longer applies to that minion because it is considered as an entirely new minion.

Finally, if you use an "on your turn" ability or a talent on a card, and then manage to remove the card from play and replay it, the "on your turn" ability or talent becomes available again. For example, if you use a Time Raider's talent and use Do Over! to replay it, you can use its talent again.

History:

  • The Bigger Geekier Box: Page 13, "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."
  • The Bigger Geekier Box: Page 24, clarification of "Tenacious Z", "You can only use one Tenacious Z ability per turn, even from the same card."
  • World Tour: Culture Shock: Page 14, clarification of "Finist the Falcon", "If a card is played again, its ability can be used again unless it says otherwise."

Cards are played one at a time[]

To use, add {{Multiple Card Plays Rule}}

If a card grants you multiple extra card plays, they are played and resolved one at a time. They are not played all at the same time and then resolved.

History:


Once you play a card, it is no longer in your hand[]

To use, add {{Played Card Is Not In Hand Rule}}

This may seem obvious, but the question was asked. If you play a card from your hand, it is no longer in your hand. In particular, if the abilities of the card care about the number of cards in your hand, you don't count that card.

History:

  • Core Set: Page 4, "To play a minion, choose a base and put the minion card beside it, facing toward you."
  • Core Set: Page 4, "To play an action, show your card."
  • The Bigger Geekier Box: Page 10, definition of "in play", "Cards are in play once they hit the table, even before their ability is resolved. Cards in the hand, deck, discard pile, or set aside, or in the box, are not in play."
  • The Bigger Geekier Box: Page 18, clarification of "Seance", "When playing Seance, do not count it toward the cards in your hand."

When a player plays a card, they become the card's controller[]

To use, add {{Control When Played Rule}}

By default, when you play a card, you control it. Even if you play a card straight out of another player's hand/deck/discard pile, you get control of it.

Exceptions:

Sub-rule:

History:

  • Pretty Pretty Smash Up: Page 9, definition of "control", "By default, each card you play is controlled by you."
  • Big in Japan: Page 12, clarification of "Critter Cube", "The other players’ minion in your deck is drawn and played normally, and you control it."
  • The Bigger Geekier Box: Page 22, clarification of "To Follow or Not...?", "If you play another player’s card, you control it and its ability is carried out from your point of view."
  • The Bigger Geekier Box: Page 24, clarification of "Mass Enchantment", "You control the card and how it is resolved."
  • Oops, You Did It Again: Page 16, clarification of "Shield Maiden, Valkyrie, Pillage, Raiding Party, Ransack, Drakkar", "Cards in your hand that you do not own are still treated like your cards: you can play them normally, and you control them until they go out of play, at which point they go back to their owners."

Effects interactions[]

Often, card text and rules text will conflict. When there's a fight, card text wins[]

To use, add {{Card Beats Rules Rule}}

The rules are not absolute. If a card has an ability that directly conflicts with it, then apply the card text as written and ignore the conflicting rules.

Exception:

History:

  • Core Set: Page 9, "Often, card text and rules text will conflict. When there's a fight, card text always wins. It has a black belt in rule-fu."
  • Core Set: Page 12, "If cards conflict, the one that says you can't do something beats the one that says you can."

"Can't" trumps "can"[]

To use, add {{Cant Trumps Can Rule}}

If one card allows you to do something, while another card prevents you from doing it, then the card that prevents you from doing that thing wins. You cannot do that thing.

Sub-rule:

History:

  • Core Set: Page 9, "If cards conflict, the one that says you can't do something beats the one that says you can."
  • Core Set: Page 12, "If cards conflict, the one that says you can't do something beats the one that says you can."

The card you target may be immune to the effects of the ability you are performing, but it is still a valid target[]

To use, add {{Immune Target Rule}}

A follow-up to the previous point is that if you are prevented from doing something doesn't mean you cannot attempt it (and therefore fail at doing it). In particular, it is perfectly fine to target a card that's immune to your effect, it's just that the effect will fail on that card.

For example, you can play a card that allows you to destroy a minion and choose to target an indestructible minion, even if there are other destructible targets in play.

History:

  • Core Set: Page 9, "You can play a card even if its ability can’t happen."
  • Core Set: Page 12, "You can play a card even if its ability can’t happen."
  • Cease and Desist: Page 13, "You can play a card even if its ability can’t or doesn’t happen. For example, you can play an action that destroys a minion even if no minions are in play, or if the minion you choose is immune to destruction."
  • The Bigger Geekier Box: Page 13, "If an ability says that a minion or base is not affected by cards or actions, any such cards that are already attached to the minion or base are immediately destroyed, since having a card attached is an effect. Similarly, if you try to play such a card on a minion or base protected from its effects, that card is discarded instead."
  • The Bigger Geekier Box: Page 20, clarification of "Dork Orc", "Actions played on this minion bounce off and are discarded."

If a minion or a base becomes immune to certain cards or actions, any such cards that are already attached to it are immediately destroyed, since having a card attached is an effect[]

To use, add {{Current Attachment Immunity Rule}}

When a card (a minion or a base, but usually a minion) becomes immune to some of its attachments (usually actions), those attachments are removed. This either counts as discarding or destroying them; the rulebook uses both keywords.

For example, if you play Shielding on one of your minions and if that minion has any enemy actions attached to it, remove those enemy actions since they can no longer affect it; having actions attached counts as a continuous affection and Shielding stops that, so the problematic cards cannot remain attached.

History:

  • The Bigger Geekier Box: Page 13, "If an ability says that a minion or base is not affected by cards or actions, any such cards that are already attached to the minion or base are immediately destroyed, since having a card attached is an effect. Similarly, if you try to play such a card on a minion or base protected from its effects, that card is discarded instead."
  • The Bigger Geekier Box: Page 17, clarification of "Shielding", "When played on a minion, destroy other players’ actions on that minion (since they are affecting the minion)."
  • The Bigger Geekier Box: Page 17, clarification of "Wildlife Preserve", "Discard any actions controlled by other players that have been played on your minions."

If a minion or a base is immune to certain cards or actions, any such cards that are transferred to it are immediately discarded, since having a card attached is an effect, and any such cards that transfer tokens to it, those tokens are immediately discarded[]

To use, add {{Transferred Attachment Immunity Rule}}

A consequence of the rule that you may still attempt to affect a card that's immune to that effect is that if you attempt to transfer an action to a card that's immune to actions, then the action is discarded instead. Similarly, if you attempt to transfer counters to a card that's immune to being affected, then the counters are discarded instead.

History:

  • The Bigger Geekier Box: Page 11, definition of "transfer", "If the target of the transfer is immune to effects, the transferred card or token is discarded instead."

If you play an action on another player's minion and that action protects that minion from "other players' cards/abilities/minions/actions", it also protects that minion from the cards/abilities/minions/actions of that minion's own controller, including that minion's own abilities if relevant[]

To use, add {{Your Action Protects Other Player Minion Rule}}

This rule is derived from the facts that when you play an action on another player's minion, you're still that action's controller, and that if that action mention "other players", it refers to all your opponents, therefore including the controller of that minion. So if you play such an action (e.g. Too Tough, Shielding, Laser Sword, Tooth and Claw... and Guns) on another player's minion, that minion's controller can no longer affect that minion with the relevant cards, possibly including that minion's own ability!

History:

  • Smash Up: Munchkin: Page 12, clarification of "Too Tough", "If played on another player’s minion, Too Tough protects it from that player’s actions."

When a minion's power is changed because a card that gave it +/-N power leaves play, the minion is not affected by either the removed card or the card that caused the removal[]

To use, add {{Power Removal Is Not Affecting Rule}}

Changing a minion's power is considered as affecting it. However, it has to be changed directly. So if a minion's power is changed because a card that increased/decreased its power is removed from play or moved/transferred elsewhere, then this isn't considered as affecting it. For example, Dork Orc is immune to actions, so it cannot have an action directly affect it. However if Sword Lord is giving it +1 power and an action is used to destroy Sword Lord, Dork Orc will lose power but its ability won't counter that.

History:

  • The Bigger Geekier Box: Page 9, "Removing an attached action is not considered to affect the card that it was attached to, even if that indirectly changes the card’s power, abilities, etc."
  • The Bigger Geekier Box: Page 23, clarification of "Mugging", " Removing an action does not count as affecting a card, so cards like Sneaksy or Too Tough don’t stop this."

If an antagonistic change makes a minion fall within protective range, that effect is allowed despite the apparent protection[]

To use, add {{Change VS Protection Rule}}

Here's a conundrum: If you play an action such as Sleep Spores and therefore reduce the power of another player's minion that had 3 power, that minion will have 2 power. However, if that player has In Plain Sight on that base, which therefore causes that minion to become immune to Sleep Spores's effect, that minion will revert back to power 3. But now, In Plain Sight doesn't protect it anymore so Sleep Spores applies again, etc. Indefinitely. The rule that "#If a minion or a base becomes immune to certain cards or actions, any such cards that are already attached to it are immediately destroyed, since having a card attached is an effect" cannot apply here because Sleep Spores doesn't affect the minion by being attached to it, so Sleep Spores isn't discarded.

Well, this ruling says that despite the fact that In Plain Sight should prevent Sleep Spores from applying, the rules allows it because Sleep Spores is what allows the minion to be immune. So here, the minions is immune to cards thanks to In Plain Sight, except for Sleep Spores.

History:

  • The Bigger Geekier Box: Page 12, "If ability X protects a minion from card effects when the minion’s power is within a certain range (e.g. “power 2 or less”), and ability Y changes that minion’s power to a value within that range (e.g. “-1 power” on a 3-power minion), then the power change takes precedence over the protection. The change is what makes the minion fall in the protected range, so that effect is allowed despite the apparent protection."

The current player decides the order of events that are supposed to happen simultaneously[]

To use, add {{Simultaneous Events Rule}}

This is a very old rule, and yet it is not absolute at all! Most of the time where there is a conflict, there is actually a rule that decides how to resolve it without any input from the current player!

What the current player can influence are:

  • The order of cards in play that were triggered by the same event.
  • The order of scoring of the bases.
  • Which card takes precedence if several cards set a minion's power or base's breakpoint to a precise value. Only the chosen value is applied; all others are ignored.
  • Which card takes precedence if several cards decide how to choose the replacement base after a scoring. Only the chosen method is applied; all others are ignored.

What the current player cannot influence are:

  • The order of cards in hand that were triggered by the same event. The order is clockwise, starting with the current player.
  • A single card affecting several cards at once, e.g. Felicia Day, Powderkeg, etc. Those happen simultaneously for all affected cards.
  • A single card instructing multiple players to do something, e.g. Everybody was Kung Fu Fighting, Moon Dumpster, etc. The order is clockwise, starting with the current player.
  • The discarding of cards after a base is scored or leaves play. This happens simultaneously for all the cards to be discarded.

Exception:

History:

  • Core Set: Page 6, "If more than one base is ready to score, the player whose turn it is decides which one to score first."
  • Core Set: Page 9, "If multiple effects would happen at the same time, the player whose turn it is chooses the order."
  • Core Set: Page 12, "If multiple effects happen at the same time, the player whose turn it is determines their order."
  • Smash Up: Munchkin: Page 9, "Scoring order", "2. The current player chooses a base that is ready."
  • Cease and Desist: Page 5, "Card Resolution Order", "2. Resolve cards in play that are triggered by that card. If more than one, the current player chooses their order."
  • Cease and Desist: Page 7, "Special abilities of cards in play are resolved first, in the order chosen by the current player."
  • What Were We Thinking?: Page 5, "Card Resolution Order", "3. Resolve cards in play triggered by the card of step 1. If more than one, the current player chooses their order."
  • Big in Japan: Page 8, "Abilities of cards in play are resolved first, in the order chosen by the current player."
  • The Bigger Geekier Box: Page 12, "If more than one ability tries to reset the same number, the current player chooses one and the others are ignored."
  • The Bigger Geekier Box: Page 12, "If abilities from different cards that are in play can be applied at the same time, the current player chooses their order."
  • The Bigger Geekier Box: Page 21, clarification of "Turn Up to 11", "If there is a conflict between multiple abilities that set the starting breakpoint (e.g. Overgrowth, Marking Territory, Turn Up To 11), the current player chooses which one prevails."
  • Oops, You Did It Again: Page 8, "When resolving Special abilities while scoring a base, just as when responding to any trigger, you first resolve abilities of cards in play, in the order chosen by the current player."
  • World Tour: International Incident: Page 8, "When resolving abilities while scoring a base, just as when responding to any trigger, you first resolve abilities of cards in play, in the order chosen by the current player."
  • World Tour: Culture Shock: Page 15, clarification of "Island Chain", "If this and other abilities (e.g. Time Is Fleeting) give alternate ways to choose the next base, the current player chooses just one of them to invoke."

Counter-examples history:

  • Core Set: Page 6, "If more than one player wants to use a Special ability, start with the current player and go around the table clockwise until all players pass in sequence."
  • Core Set: Page 7, "If players tie for a base’s ability, they each get to use it. See Me First! on the previous page to settle conflicts."
  • Smash Up: Munchkin: Page 13, "If a single effect affects multiple players, the order starts with the current player and goes clockwise."
  • It’s Your Fault!: Page 7, "If more than one player wants to use a Special ability, starting with the current player and going clockwise, each player uses a Special or passes."
  • Cease and Desist: Page 5, "Card Resolution Order", "3. Resolve cards in hand that are triggered by that card. If more than one, go clockwise from the current player."
  • Cease and Desist: Page 7, "Special abilities of cards in play are resolved first, in the order chosen by the current player. Then if more than one player wants to play a card with a Special ability, starting with the current player and going clockwise, each player uses a Special or passes."
  • What Were We Thinking?: Page 5, "Card Resolution Order", "4. Play cards in hand triggered by the card of step 1. If more than one, go clockwise from the current player."
  • Big in Japan: Page 8, "Abilities of cards in play are resolved first, in the order chosen by the current player. Then if more than one player wants to play a card with a Special ability, starting with the current player and going clockwise, each player uses a Special or passes."
  • Big in Japan: Page 12, clarification of "Moon Dumpster", "Players reveal in order starting with the current player. If during setup, reveal before drawing hands, starting with the first player."
  • That ’70s Expansion: Page 12, clarification of "Everybody Was Kung Fu Fighting", "Players destroy in clockwise order starting with the current player."
  • The Bigger Geekier Box: Page 6, "After that, all cards still on that base go to their respective discard piles simultaneously."
  • The Bigger Geekier Box: Page 12, "If several players can play a card simultaneously (e.g., a Special when a base is chosen to score), or if several players can use the abilities of the same card (e.g., tied winners at a base), the priority goes to the current player first, then around the table clockwise."
  • The Bigger Geekier Box: Page 18, clarification of "Felicia Day", "All minions move as a group to the base at the same time."
  • The Bigger Geekier Box: Page 25, clarification of "School of Wizardry", "Only one player can use the base’s ability. If there are tied winners, break the tie by starting with the current player and going clockwise."
  • Oops, You Did It Again: Page 8, "When resolving Special abilities while scoring a base, just as when responding to any trigger, you first resolve abilities of cards in play, in the order chosen by the current player. Then, if more than one player wants to play a card with a Special ability, each player, starting with the current player and going clockwise, plays one Special or passes."
  • Oops, You Did It Again: Page 9, "If players tie for use of a base’s ability, they each get to use it, starting with the current player and going clockwise. If using it twice doesn’t make sense (e.g. choosing the next base), then only the first player gets to use it."
  • Oops, You Did It Again: Page 9, "After awarding points, players can use abilities that happen “after” a base scores, in the same order described under “Me First”. Then all cards still on that base go to their respective discard piles simultaneously."
  • Oops, You Did It Again: Page 9, "Then all cards still on that base go to their respective discard piles simultaneously."
  • World Tour: International Incident: Page 15, clarification of "Great White North, Eh?", "Players choose whether to use the base ability in turn order starting with the current player."

When a single effect makes one player affect multiple cards, they are all affected at the same time[]

To use, add {{One Player Many Cards Rule}}

When a player is able to affect multiple cards at the same time thanks to one effect, all those cards are affected all at the same time and independently from one another. There isn't any order to decide.

History:

  • The Bigger Geekier Box: Page 18, clarification of "Felicia Day", "All minions move as a group to the base at the same time."

If a card specifies another player to carry out an effect, that player gets the credit for the effect, not the card player[]

To use, add {{Effect Credit Rule}}

The vast majority of the cards have their player/controller do something, but a few cards actually make another player do something. In that case, they get "credit" for doing that thing, e.g. if there are effects that trigger for that player doing that thing, they will trigger even though they were forced to do it because of another player's card.

This is especially important for cards that matter about players doing something rather than players' cards doing it.

For example:

  • If you play Tiger Assassin to destroy an enemy minion protected by Awesome Guy, Awesome Guy protects it because you're the player attempting the destruction.
  • But if you play Unfathomable Goals and that player must destroy one of their minions that's supposed to be under Awesome Guy's protection, then Awesome Guy doesn't protect against it because Awesome Guy only prevents other players from attempting the destruction but Unfathomable Goals makes that player do the destruction, which Awesome Guy doesn't block.
  • Similarly, if you play Griefer and make a player destroy one of their minions, since they did the destruction, they are allowed to play Makos in reaction to the destruction.

History:


If several players get to use an effect because of a single card, each player uses it in clockwise order from the current player[]

To use, add {{One Card Many Players Rule}}

When several players are able to do the same thing thanks to one effect, the order is clockwise from the current player. There is no order to decide.

History:

  • Core Set: Page 7, "If players tie for a base’s ability (such as the one on Ninja Dojo), they each get to use it. See Me First! on the previous page to settle conflicts.".
  • Smash Up: Munchkin: Page 13, "If a single effect affects multiple players, the order starts with the current player and goes clockwise."
  • Big in Japan: Page 12, clarification of "Moon Dumpster", "Players reveal in order starting with the current player."
  • The Bigger Geekier Box: Page 12, "If several players can play a card simultaneously (e.g., a Special when a base is chosen to score), or if several players can use the abilities of the same card (e.g., tied winners at a base), the priority goes to the current player first, then around the table clockwise."
  • That ’70s Expansion: Page 12, clarification of "Everybody Was Kung Fu Fighting", "Players destroy in clockwise order starting with the current player."
  • The Bigger Geekier Box: Page 25, clarification of "School of Wizardry", "Only one player can use the base’s ability. If there are tied winners, break the tie by starting with the current player and going clockwise."
  • Oops, You Did It Again: Page 9, "If players tie for use of a base’s ability, they each get to use it, starting with the current player and going clockwise. If using it twice doesn’t make sense (e.g. choosing the next base), then only the first player gets to use it."
  • World Tour: International Incident: Page 15, clarification of "Great White North, Eh?", "Players choose whether to use the base ability in turn order starting with the current player."

If a card refers to a superlative, e.g. “the highest power here”, then ties for that superlative all count[]

To use, add {{Superlative Ties Rule}}

When an ability tests if an X has the highest/lowest of something, if that X is not the only one to have the highest/lowest of that thing, it still counts has having the highest/lowest.

For example:

  • If an ability tests if a player has "the highest total power" on a base, even if that player is tied for the highest total power, they do have the highest total power.
  • If an ability tests if a minion has "the highest power" on a base, even if that minion is tied for the highest power, it does have the highest total power.

History:

  • The Bigger Geekier Box: Page 12, "If a card refers to a superlative, e.g. “the highest power here”, then ties for that superlative all count."
  • The Bigger Geekier Box: Page 20, clarification of "And Stay Down!", "Ties for the highest power count."
  • The Bigger Geekier Box: Page 24, clarification of "Leader of the Pack", "If you play this on another player’s minion and it has the highest power, you still get the benefit. You also get the benefit if the minion is tied for highest power."

For an ability to respond to a trigger, its card needs to be in play when the triggering event happens[]

To use, add {{Presence When Trigger Rule}}

There are several cards with an ability that's only resolved after a certain event takes place (e.g. "After you play action", "After a minion is moved", "After one of your minions is destroyed", etc.) It is not uncommon for such cards to appear just immediately after the triggering event happens. In that case, those cards don't trigger. For such cards to actually trigger and therefore be resolved, they must already be in play when the event occurs.

While those cards, if triggered correctly, are indeed resolved "after" the event has finished, "After X" in their ability just means that you resolve them "after the event", not that just appearing "after" the event took place is enough to be resolved.

History:

  • It’s Your Fault!: Page 12, clarification of "Spartan, Jason", "If you play an action before this card in the same turn, there is no benefit from this card this turn."
  • Cease and Desist: Page 11, clarification of "Changing Room", "Using a talent to move to here doesn’t count."
  • That ’70s Expansion: Page 12, clarification of "Boogie Wonderland", "This triggers by moving a minion from there, but not to there."
  • The Bigger Geekier Box: Page 13, "Abilities can trigger at one point of time but take effect later. E.g. cards that say “after X do Y” trigger when X starts, but don’t take effect until after X ends."
  • The Bigger Geekier Box: Page 16, clarification of "Cub Scout", "This does not trigger if it is moved at the same time as the other minion."
  • The Bigger Geekier Box: Page 18, clarification of "Felicia Day", "Minions in that group that react to other minions moving (e.g., Cub Scout) are not triggered by minions within that group."
  • The Bigger Geekier Box: Page 20, clarification of "Cthulhu", "You do not place power counters on Cthulhu when you first play it."
  • Smash Up: Marvel: Page 6, "For an ability to respond to a trigger, its card needs to be in play when the triggering event happens. (For example, if you use Nick Fury to play Maria Hill, she doesn’t get +1 from the play of Fury.)"

For an ability to respond to a trigger, it also needs to be in play when the event finishes resolving, unless the trigger itself made the card go out of play[]

To use, add {{Presence When And After Trigger Rule}}

When facing a troublesome ability like Secret Agent or Death Wisher, it is tempting to remove them directly, thinking their abilities won't trigger. Well, it's true to a certain extent. If such cards are removed from play before they can resolve, they indeed won't resolve unless the event that caused them to be removed from play is the very sort of event that triggers them.

So returning Death Wisher to the hand won't trigger it, but if you destroy it, then Death Wisher will resolve even though it's in the discard pile at that point!

Also, if you play Astro Robot to destroy Pay the Piper, you still discard a card because playing Astro Robot is both what triggered Pay the Piper and what removed it. But if you play a Mechanic to play an Ornate Dome on its base and destroy Pay the Piper, you don't discard a card because while the Mechanic did trigger Pay the Piper, what actually removed it is playing Ornate Dome.

History:

  • That ’70s Expansion: Page 12, clarification of "Boogie Wonderland", "This triggers by moving a minion from there, but not to there."
  • That ’70s Expansion: Page 12, clarification of "Death Wisher", "If Death Wisher is itself destroyed by another player, its ability is still triggered."
  • The Bigger Geekier Box: Page 13, "Abilities can trigger at one point of time but take effect later. E.g. cards that say “after X do Y” trigger when X starts, but don’t take effect until after X ends."
  • The Bigger Geekier Box: Page 23, clarification of "Secret Agent", "If the other player’s action destroys Secret Agent, they still have to discard a card."
  • Smash Up: Marvel: Page 6, "It also needs to be in play when the event finishes resolving, unless the trigger itself made the card go out of play. (If you use Red Skull’s ability on itself you still get to draw cards.)"

When resolving card reactions, resolve mandatory cards that were triggered while in play first, then resolve triggered optional cards in play and in hand[]

To use, add {{Reaction Priority Rule}}

When resolving cards reactions, i.e. cards that were triggered by another or by an event, there is a specific order to pick: - First, cards that were triggered by your card while they were in play must all be resolved. If there are more than one, it's the current player who decides the order. This also applies to cards that were in play when the trigger happens but left play before being resolved, for example, if you play an action to destroy Secret Agent, playing the action does trigger Secret Agent and it will resolve even though it's no longer in play. - Then, once all cards in play are resolved, players can now play Special cards that are triggered by your card. That order is determined by the rules, not by the current player. In order to do so, starting with the current player and going clockwise, each player has the opportunity to play one (and only one) Special card or pass. Continue until all the players have passed in sequence. Even if a player has passed, they may later decide to play a card on their next opportunity. If a player wants to play more than one Special card, they must wait until their next opportunity to play another one.

History:

  • Cease and Desist: Page 5, "Card Resolution Order", "2. Resolve cards in play that are triggered by that card. If more than one, the current player chooses their order."
  • Cease and Desist: Page 5, "Card Resolution Order", "3. Resolve cards in hand that are triggered by that card. If more than one, go clockwise from the current player."
  • Cease and Desist: Page 7, "Special abilities of cards in play are resolved first, in the order chosen by the current player. Then if more than one player wants to play a card with a Special ability, starting with the current player and going clockwise, each player uses a Special or passes."
  • What Were We Thinking?: Page 5, "Card Resolution Order", "3. Resolve cards in play triggered by the card of step 1. If more than one, the current player chooses their order."
  • What Were We Thinking?: Page 5, "Card Resolution Order", "4. Play cards in hand triggered by the card of step 1. If more than one, go clockwise from the current player."
  • Big in Japan: Page 8, "Abilities of cards in play are resolved first, in the order chosen by the current player. Then if more than one player wants to play a card with a Special ability, starting with the current player and going clockwise, each player uses a Special or passes."
  • Oops, You Did It Again: Page 8, "When resolving Special abilities while scoring a base, just as when responding to any trigger, you first resolve abilities of cards in play, in the order chosen by the current player. Then, if more than one player wants to play a card with a Special ability, each player, starting with the current player and going clockwise, plays one Special or passes."
  • World Tour: International Incident: Page 8, "When resolving abilities while scoring a base, just as when responding to any trigger, you first resolve abilities of cards in play, in the order chosen by the current player. Then, if more than one player wants to play a card with a Special ability, each player, starting with the current player and going clockwise, plays one Special or passes."

If while resolving optional abilities, a card with a mandatory Ongoing or Special ability enters play, it is resolved immediately[]

To use, add {{Optional To Mandatory Rule}}

The order of card reactions, which indicate the order/hierarchy of triggered cards during the scoring of a base and more generally in response to any events, have you first resolve all mandatory abilities in play before optional abilities in play and in hand. So what happens when a mandatory ability comes into play because of an optional ability? For example playing Pack Alpha with Hidden Ninja. If that happens, resolve the mandatory ability immediately before resuming the optional ability step with the next player.

History:

  • Smash Up: Marvel: Page 6, "If while resolving optional abilities, a card with a mandatory Ongoing or Special ability enters play, it is resolved immediately before continuing with the next player."

In the case of "If X would happen, do Y instead", you check if X is about to happen, and if so, you do Y instead of X[]

To use, add {{If X Would Happen Do Y Rule}}

For cards in play that say "If X/After X/When X/If X would happen/Before X, do Y", if X is done (or is about to be done), then you must do Y; not being able to do Y doesn't undo X[]

To use, add {{X Done Must Do Y Rule}}

With cards in play that say "If X, do Y"/"After X, do Y"/"When X, do Y"/"If X would happen, do Y"/"Before X, do Y", if you actually do X or are about to do it, then you must do Y.

History:

  • The Bigger Geekier Box: Page 9, definition of "after", "You must do Y immediately after X, meaning before the current player does some other activity that does not depend on X."
  • The Bigger Geekier Box: Page 12, "If an ability lists multiple effects conditionally (examples: “If X, Y” or “Do X to do Y” or “When X, Y” or “Each time X, Y” or “After X, Y”), then if you do X, you must do Y. In addition, effect X must happen for effect Y to happen."
  • World Tour: Culture Shock: Page 15, clarification of "The Birch", "Destroying this minion because of any other ability does not trigger this ability."

When an ability is triggered, it's resolved once per trigger[]

To use, add {{Trigger Limit Rule}}

If a card has been triggered by one thing, you only resolve it once. For example, if a Mole's base is scored, you only get to play one action as a Special action with its ability. You don't get to play any number you want while that one base is still scoring.

You also need to pay attention to the wording of the card. If the trigger is for an event that happens to one individual card, the ability does trigger once for each card to which that event happens. If the trigger is for an event that happens to "one or more" individual card, the ability only trigger once per event, not once per affected card. For example, if a single card causes the destruction of several of your minions on Cave of Shinies ("After each time a minion is destroyed here, its owner gains 1 VP."), you gain 1 VP per destroyed minion, but on Field of Honor ("When one or more minions here are destroyed, the player who destroyed them gains 1 VP."), you only gain 1 VP total (once per destruction event/card, not once per destroyed minion).

History:

  • It’s Your Fault!: Page 12, clarification of "Hammerhead", "If several minions at its base are destroyed at once, it gets a power counter for each one."
  • It’s Your Fault!: Page 12, clarification of "Heracles, Odysseus", "These trigger after every action, not just the first in a turn. “Any player” includes the controller."
  • Cease and Desist: Page 11, clarification of "Alien Guru", "If the action increases the power of more than one minion, choose one of them to get the power counter."
  • What Were We Thinking?: Page 12, clarification of "Forgotten Horror", "Actions that move multiple minions (e.g. Ticket to Ride) and minions that move other minions to their base (e.g. Twister) only get one card draw from this."
  • Big in Japan: Page 12, clarification of "Black Trooper", "This can trigger from any player’s special ability, and multiple times in a turn."
  • That ’70s Expansion: Page 12, clarification of "Brojak", "You may give it +1 even if it’s already at the same base, or after Brojak itself moves."
  • That ’70s Expansion: Page 14-15, second example involving Foxy Green.
  • The Bigger Geekier Box: Page 12, "While an ability only resolves once per trigger, there is no limit to the number of triggers it can respond to unless it says otherwise."
  • The Bigger Geekier Box: Page 13, "Any card can be used only once per trigger."
  • The Bigger Geekier Box: Page 20, clarification of "Cthulhu’s Chosen", "This ability triggers no matter which base is being scored. It triggers each time a base scores. You can draw no more than one Madness card per Cthulhu’s Chosen per trigger."
  • The Bigger Geekier Box: Page 21, clarification of "First Mate", "This ability triggers each time the base First Mate is on scores; this can happen more than once per turn."
  • World Tour: International Incident: Page 14, clarification of "All For One", "The minion gains +1 power for every such action played before the end of the turn, not just one +1 total."
  • World Tour: International Incident: Page 15, clarification of "Top Tier", "If an ability has you discard several cards (e.g. Bulking Stew), you only place one +1 power counter."

If an event happens that triggers one or more cards, that single event triggers any and all such cards[]

To use, add {{Trigger Multiple Cards Rule}}

Each card may only trigger once per trigger, but each trigger can and will trigger all relevant cards that react to it, not just one of them.

Sub-rule:

History:

  • Core Set: Page 6, "If more than one player wants to use a Special ability, start with the current player and go around the table clockwise until all players pass in sequence."
  • Awesome Level 9000: Page 12, "Specials may be played at any time they are applicable, even on other players’ turns."
  • Smash Up: Munchkin: Page 9, "3. Players may play and/or invoke any “Before scoring” special abilities."
  • Smash Up: Munchkin: Page 9, "4. VPs are awarded according to the current power totals. “When scoring” abilities may trigger now or in the next step."
  • Smash Up: Munchkin: Page 9, "6. Players may play and/or invoke any “After scoring” special abilities."
  • It’s Your Fault!: Page 7, "If more than one player wants to use a Special ability, starting with the current player and going clockwise, each player uses a Special or passes."
  • Cease and Desist: Page 5, "Card Resolution Order", "3. Resolve cards in hand that are triggered by that card. If more than one, go clockwise from the current player."
  • Cease and Desist: Page 7, "Special abilities of cards in play are resolved first, in the order chosen by the current player. Then if more than one player wants to play a card with a Special ability, starting with the current player and going clockwise, each player uses a Special or passes."
  • What Were We Thinking?: Page 5, "Card Resolution Order", "3. Resolve cards in play triggered by the card of step 1. If more than one, the current player chooses their order."
  • What Were We Thinking?: Page 5, "Card Resolution Order", "4. Play cards in hand triggered by the card of step 1. If more than one, go clockwise from the current player."
  • What Were We Thinking?: Page 12, clarification of "Snuggly Bear", "Multiple Snuggly Bears can be triggered by the same first minion and played."
  • Big in Japan: Page 8, "Abilities of cards in play are resolved first, in the order chosen by the current player. Then if more than one player wants to play a card with a Special ability, starting with the current player and going clockwise, each player uses a Special or passes."
  • Big in Japan: Page 9, "3. Players may play and/or invoke any “Before scoring” abilities."
  • Big in Japan: Page 9, "5. Players may play and/or invoke any “After scoring” abilities."
  • The Bigger Geekier Box: Page 13, "If an event happens that triggers an ability, that single event triggers any and all such cards."
  • The Bigger Geekier Box: Page 20, clarification of "Cthulhu’s Chosen", "You can draw no more than one Madness card per Cthulhu’s Chosen per trigger."
  • Oops, You Did It Again: Page 8, "When resolving Special abilities while scoring a base, just as when responding to any trigger, you first resolve abilities of cards in play, in the order chosen by the current player. Then, if more than one player wants to play a card with a Special ability, each player, starting with the current player and going clockwise, plays one Special or passes."
  • World Tour: International Incident: Page 8, "When resolving abilities while scoring a base, just as when responding to any trigger, you first resolve abilities of cards in play, in the order chosen by the current player. Then, if more than one player wants to play a card with a Special ability, each player, starting with the current player and going clockwise, plays one Special or passes."

When a card leaves play, discard its attachments[]

To use, add {{Discard Attachments Rule}}

Whenever any card leaves play, any attachments on it are discarded. Attachments include any cards and counters on the card. Also the attachments discarded no matter how the card leaves play, whether it goes to the discard pile or the hand, deck, etc.

If the card leaving play is :

  • A base: any play-on-base actions, minions, buried cards, titans and counters on it are discarded.
  • An action: any counters on it and cards stored under it are discarded.
  • A minion: any play-on-minion action and counters on it, and any cards stored under it are discarded.
  • A buried card: any counters on it are discarded.
  • A titan: any counters on it are discarded.

This is always true unless a card says otherwise, e.g. Terraforming, Unicrave, etc.

Sub-rule:

History:

  • Core Set: Page 9, definition of "return", "When a card returns from a base, discard attachments on that card."
  • It’s Your Fault!: Page 13, "When a card leaves play, any cards on it are discarded."
  • Big in Japan: Page 13, "When a card leaves play, any cards and counters on it are discarded."
  • The Bigger Geekier Box: Page 7, "When a card leaves play, remove all +1 power counters on it."
  • The Bigger Geekier Box: Page 13, "When a minion is destroyed, returned or placed, discard any attachments it has."
  • The Bigger Geekier Box: Page 13, "When a card leaves play, discard any cards and counters on it. This includes bases: no card on a base leaving play may stay for its replacement unless explicitly allowed."
  • The Bigger Geekier Box: Page 19, clarification of "There Goes Tokyo", "Cards immune to destruction are discarded instead, because their base left play."
  • The Bigger Geekier Box: Page 20, clarification of "Complete the Ritual", "Cards immune to the effects are discarded instead."
  • World Tour: Culture Shock: Page 14, clarification of "The Frog Princess", "If you use the ability of Baba Yaga or Transformation on the minion this card is on, this card is discarded without triggering."
  • Smash Up: Marvel: Page 9, definition of "modifier", "The modifier stays with the card it is attached to until that card leaves play, or the modifier is moved or removed from play."
  • Smash Up: Disney Edition: Page 10, "When a card leaves play, remove all power counters from it."
  • Excellent Movies, Dudes!: Page 11, "When a card leaves play, any cards stored under it are discarded unless an ability says otherwise."

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[]

To use, add {{Visible Card Movement Rule}}

This rule is quite an exception among all the rules. This is one of the few (and the most infamous/confusing one) that can really beat card text! For example, if you play Doctor When ("You may return another of your minions in play to your hand...") and use it on a minion you control but don't own, this rule supersedes what the card says and actually make the minion go to its owner's hand, not yours!

Also, an important point is that the card must actually change location. If a card is merely revealed and returned where it was, it doesn't go to its owner. See Cards you don’t own that are merely revealed in your hand or deck stay there.

However that rule does not overrule all card texts! A handful of card that are used to steal other players' cards actually bypass that rule somehow.

So far, the safest way to consider when this rule beats card text is to consider the "normal" use case of the card. If under "normal" circumstances the card only applies to your cards and puts them in your hand or your deck, then this rule bypasses them because the card itself is not one designed to "steal" cards, it's just the circumstances that could have make that card apply to cards you don't own. On the other hand, if a card is able to place any card or other players' cards into your hand or your deck, then the card doesn't need peculiar circumstances to steal cards you don't own and therefore bypasses this rule.

Exception:

History:

  • Core Set: Page 8, definition of "destroy", "When a card says to destroy another card, put the destroyed card in its owner’s discard pile."
  • Core Set: Page 8, definition of "discard", "When a card gets discarded, it goes to the discard pile of the player whose deck it came from, no matter who played or controlled it."
  • Core Set: Page 9, "When a card gets discarded, it goes to the discard pile of the player whose deck it came from, no matter who played or controlled it."
  • Science Fiction Double Feature: Page 10, definition of "destroy", "When a card says to destroy a card, put the destroyed card in its owner’s discard pile."
  • Pretty Pretty Smash Up: Page 9, definition of "control", "When the card leaves play, it returns to its owner, not its current controller."
  • Pretty Pretty Smash Up: Page 9, definition of "destroy", "This lets you remove a card that’s in play and put it in its owner’s discard pile."
  • Pretty Pretty Smash Up: Page 12, "When a card goes to the hand, deck or discard pile, it goes to the one belonging to the card’s owner (i.e. the player whose deck the card came from), no matter who played or controlled it."
  • Smash Up: Munchkin: Page 10, definition of "destroy", "This lets you remove a card that’s in play and put it in the appropriate discard pile."
  • It’s Your Fault!: Page 9, definition of "destroy", "This lets you remove a card that’s in play and put it in its owner’s (or the base) discard pile."
  • Cease and Desist: Page 9, definition of "control", "When the card leaves play, it goes to the hand, deck or discard pile of its owner, not its current controller."
  • Cease and Desist: Page 10, definition of "return", "When a card returns from a base, discard attachments on that card, and put it in its owner’s hand."
  • Cease and Desist: Page 12, clarification of "Ship’s Engineer, Whiplash Maneuver", "These don’t trigger if you return a minion you don’t own, since it doesn’t go to your hand."
  • Big in Japan: Page 12, clarification of "Critter Cube", "When it leaves play it goes back to the owner."
  • Big in Japan: Page 13, "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 (i.e. the player whose deck the card came from), no matter who played or controlled it."
  • The Bigger Geekier Box: Page 6, "After that, all cards still on that base go to their respective discard piles simultaneously (regular minions and actions go the piles of their owners, even if they were controlled by other players, or buried; monster and treasure cards go to their own piles; and titans are placed near their owners’ decks)."
  • The Bigger Geekier Box: Page 13, "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 (i.e., the player whose deck the card came from), no matter who played or controlled it. However, if no one else can see the card, these restrictions are lifted. You can place a card from your hand atop your deck even if you don’t own it, for example, since no one can see whose it is."
  • The Bigger Geekier Box: Page 22, clarification of "To Follow or Not...?", "If you play another player’s card, you control it and its ability is carried out from your point of view; when it leaves play it goes back to the owner’s hand, deck, or discard pile."
  • Oops, You Did It Again: Page 15, clarification of "Huscarl, Raider, Berserk, Longhouse", "You may place a card in your hand you don’t own on top of your deck safely, since no one sees what the card is."
  • Oops, You Did It Again: Page 16, clarification of "Shield Maiden, Valkyrie, Pillage, Raiding Party, Ransack, Drakkar", "Cards in your hand that you do not own are still treated like your cards: you can play them normally, and you control them until they go out of play, at which point they go back to their owners. Cards you don’t own that are merely revealed in your hand or deck stay there, but if they are seen to go elsewhere (see p. 17) they then go back to their owners, unless explicitly allowed by cards like Shield Maiden etc."

If an ability makes any card or another player's card go to either your hand or your deck, then the ability allows stealing and so circumvents the rule about cards going to their owners[]

To use, add {{Others Cards Into Your Hand Deck Rule}}

The intent of the card is quite clear. The card is designed to steal, it requires no special circumstances, such as a card owned by another player somehow under your control or that sort of thing. So in order for it to work, it needs to by pass the above rule.

History:

  • Oops, You Did It Again: Page 16, clarification of "Shield Maiden, Valkyrie, Pillage, Raiding Party, Ransack, Drakkar", "Cards you don’t own that are merely revealed in your hand or deck stay there, but if they are seen to go elsewhere (see p. 17) they then go back to their owners, unless explicitly allowed by cards like Shield Maiden etc."

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[]

To use, add {{Run Out Of Cards Rule}}

If a deck is empty before you start to draw, reveal, search for or look at a card in that deck (not just yours), then you shuffle the discard pile, make it into a new deck and can start drawing, revealing, searching for or looking at a card from that new deck.

Similarly, if you are in the process of drawing, revealing or looking at a certain number of cards in a deck and the deck runs out before you are able to draw, reveal or look at the required number of cards, then you shuffle the discard pile, make it into a new deck and can continue drawing, revealing or looking at the remaining cards from that new deck.

Exception:

History:

  • Core Set: Page 4, "If you need to draw or reveal a card and your deck is empty, shuffle your discard pile. Put it on the table face down—that’s your new deck. Start drawing from there."
  • Pretty Pretty Smash Up: Page 5, "If you need to draw, reveal, search for or look at a card and your deck is empty, shuffle your discard pile. Put it on the table face down—that’s your new deck. Start drawing from there."
  • The Bigger Geekier Box: Page 13, "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. Start or continue drawing (revealing, searching) from there."
  • Oops, You Did It Again: Page 6, "If you need to draw, reveal, search for, or look at a card and your deck is empty, shuffle your discard pile to make your new deck, and keep going."
  • Smash Up: Marvel: Page 5, "If your deck is empty when you need to draw, reveal, search for, or look at a card, shuffle your discard pile to make your new deck, and keep going."
  • Smash Up: Disney Edition: Page 7, "If a deck is empty when you need to start drawing, searching for, revealing, or lookinf at cards from it, then shuffle its discard pile to make a new deck, and keep going. You also shuffle the discard pile if the deck runs out in the middle of drawing, revealing, or looking for cards."

Minions[]

To play a minion, choose a minion in your hand and play it on a base[]

To use, add {{Minion Play Rule}}

"A minion" means "any minion in play"[]

To use, add {{A Minion Rule}}

This rule means two things:

  • If a card applies to "a minion" without any other conditions or restrictions of location, then it can be applied to any minion, e.g. one of your minions, another player's, a monster, etc.
  • The minion must be one in play, so if a card tells you to place a minion on the bottom of its owner's deck, it must be a minion in play, not a minion in the discard pile for example.

The only exception to that rule is if an effect tells you to "play" the minion, then it must be a minion in your hand.

Notable examples:

Derived rule:

Exception:

History:

  • Pretty Pretty Smash Up: Page 12, "“A minion” or “minions” means any minion in play, unless stated otherwise."
  • Big in Japan: Page 13, "“A minion” or “minions” means any minion in play, unless stated otherwise. Exception: “Play a minion” refers to minions in the hand."
  • That ’70s Expansion: Page 16, "“A minion” or “an action” means any minion/action in play, unless stated otherwise. Exception: “Play a minion/action” means one from the hand."
  • The Bigger Geekier Box: Page 17, clarification of "Pumping Iron", "Neither player is required to choose one of their own minions."
  • The Bigger Geekier Box: Page 18, clarification of "Death on Six Legs", "You may transfer power counters from other players’ minions."
  • The Bigger Geekier Box: Page 22, clarification of "Chum", "The minion destroyed can be at any base."
  • The Bigger Geekier Box: Page 23, clarification of "Twister", "Twister can move itself."

"A minion" (or here "one minion") means "any minion in play"[]

To use, add {{One Minion Rule}}

"One minion" is the same as "a minion" so the rule ""A minion" means "any minion in play"" applies here.

Notable examples:

History:

  • Pretty Pretty Smash Up: Page 12, "“A minion” or “minions” means any minion in play, unless stated otherwise."
  • Big in Japan: Page 13, "“A minion” or “minions” means any minion in play, unless stated otherwise. Exception: “Play a minion” refers to minions in the hand."
  • That ’70s Expansion: Page 16, "“A minion” or “an action” means any minion/action in play, unless stated otherwise. Exception: “Play a minion/action” means one from the hand."

"Play a minion" refers to minions in your hand[]

To use, add {{Play A Minion Rule}}

When a card tells you to "play a minion", then "a minion" here obviously doesn't refer to a minion in play, but in your hand.

History:


"Your minion" means "a minion that you control"[]

To use, add {{Your Minion Rule}}

For a minion to be "yours", it must be in play and under your control.

History:

  • Cease and Desist: Page 13, "“Your” cards are those you control, whether or not you own them."
  • The Bigger Geekier Box: Page 11, definition of "your", "When referring to cards in play, this means cards you control, no matter which faction or deck they are from."
  • The Bigger Geekier Box: Page 21, clarification of "Microbot Alpha", ""This only applies to minions in play, not those in the hand or discard pile."

In play, a minion's power includes all modifications[]

To use, add {{Minion Power In Play Rule}}

When an ability refers to the power of a minion in play, by default it refers to its "modified" power, i.e. its total power after applying all power modifications. In particular, if an ability allows you to both remove a minion from play and do something based on its power (e.g. "Place a number of +1 power counters equal to that minion’s power"), you consider its modified power just before it was removed from play.

History:

  • Pretty Pretty Smash Up: Page 12, "The power of a minion not in play is only the number printed on it, but once in play its power includes all modifications."
  • The Bigger Geekier Box: Page 17, clarification of "War Raptor", "Its power is 2 when in hand, and only changes to 3 after it’s on a base."

If it's not in play, a minion's power is equal to its printed power[]

To use, add {{Minion Power Not In Play Rule}}

When an ability refers to the power of a minion not in play, i.e. in hand/deck/discard pile, it means its printed power. In particular, if an ability allows you to play a minion of a certain power (e.g. "Play an extra minion of power 2 or less"), you only consider its printed power.

History:

  • Pretty Pretty Smash Up: Page 12, "The power of a minion not in play is only the number printed on it."
  • The Bigger Geekier Box: Page 17, clarification of "War Raptor", "Its power is 2 when in hand, and only changes to 3 after it’s on a base."
  • The Bigger Geekier Box: Page 19, clarification of "Weed Eater", "This cannot be played to replace a Sprout, since it does not lower its power until it is in play."
  • The Bigger Geekier Box: Page 21, clarification of "Mimic", "While in your hand or deck Mimic’s power is 0; it can be played by G.E.L.F., “...Really?” and Transmogrify."

Minion power is never reduced below zero[]

To use, add {{Power Reduction Limit Rule}}

When the power of a minion in play (so after applying all power modifications) goes negative, then the minion's power is considered as zero.

History:


The word “character” is an exact synonym for “minion” in the other sets[]

To use, add {{Characters Are Minions Rule}}

Smash Up: Marvel uses the term "character" to designate their "unit" cards, both as a type of card and in the abilities of its cards. But the two terms "character" and "minion" are synonymous, so abilities that refer to "characters" also apply to minion cards and abilities that refer to "minions" also apply to character cards.

History:

  • Smash Up: Marvel: Page 8, "The word “character” is an exact synonym for “minion” in the other sets. Any reference in Smash Up Marvel to characters also refers to minions in the other sets, and vice versa."

Actions[]

You must have an action play to play a non-Special action[]

To use, add {{Non-special Action Play Rule}}

"Pure" Special actions have a special condition to be played and therefore don't require an action play to be played. On the other hand, all other actions require you to have an action play, either your regular one or an extra one, to play them.

History:

  • Core Set: Page 8, definition of "play", "You play a card when it’s one of the free cards you get in step 2, or any time an ability specifically says that you’re playing it."

When you transfer an action, it doesn't change controller[]

To use, add {{Action Transfer Rule}}

Transferring only allows you to change the location of the action, it does not grant you any control over it and its controller remains the same, regardless of who performed the transfer and regardless of who controls the new card where the action becomes attached to.

For example, if you use a Tinx to "steal", or rather transfer an opponent's Missing Uplink to Tinx, you don't get to draw a card with Missing Uplink, but your opponent does continue to draw an extra card at the end of their turns!

History:

  • The Bigger Geekier Box: Page 18, clarification of "Daisy Chain", "Transferring an action does not change the action’s controller."

When you take control of a minion, you don't take control of the actions played on it[]

To use, add {{POM Minion Control Change Rule}}

By default, whoever plays a card becomes its controller, so any actions you play on any minion are under your control, regardless of whoever controls the minion. Therefore, control of a minion and control of each action attached to it are completely independent. If you take control of a minion, you do not get control of the actions attached to it. This is very important for actions that refer to "you" or "other players", because those continue to refer to their controller and their opponents.

History:

  • Pretty Pretty Smash Up: Page 9, definition of "control", "Controlling a minion does not mean you control any actions played on it, but their abilities apply normally."
  • The Bigger Geekier Box: Page 13, "Changing control of a minion does not affect the control of actions on it, and vice versa."

"Your action" means "an action that you control"[]

To use, add {{Your Action Rule}}

For an action to be "yours", it must be in play and under your control, or one that you are playing if it's a standard action.

History:

  • Cease and Desist: Page 13, "“Your” cards are those you control, whether or not you own them."
  • The Bigger Geekier Box: Page 11, definition of "your", "When referring to cards in play, this means cards you control, no matter which faction or deck they are from."

Standard actions are discarded after they are resolved[]

To use, add {{Standard Action Rule}}

Standard actions are actions that are immediately discarded after resolution. It's actually simpler to define them by what they are not: Non-standard actions are those that are attachable, i.e. play-on-base actions, play-on-minion actions and actions that bury themselves when played normally.

History:

  • Core Set: Page 4, "Then discard the action (unless it has an Ongoing ability)."
  • Monster Smash: Page 5, "Then discard the action (unless it has a Talent or Ongoing ability)."
  • Pretty Pretty Smash Up: Page 5, "Then discard the action (unless it told you to play it on a base or minion)."
  • What Were We Thinking?: Page 5, "Card Resolution Order", "5. Discard the card of step 1 unless played on another card."
  • Big in Japan: Page 5, "Then discard the action, unless you played it on another card."
  • That ’70s Expansion: Page 11, definition of "standard", "A standard action is one that does not say “Play on a base” or “Play on a minion”. It does its job and leaves."
  • The Bigger Geekier Box: Page 5, "If it didn’t say to play it on a base or on a minion, then it’s a standard action, and you discard it after following its instructions."
  • The Bigger Geekier Box: Page 18, clarification of "Creampuff Man", "A standard action is one that is not played on a base or on a minion, but simply played, resolved, and discarded."
  • Oops, You Did It Again: Page 6, "If it didn’t say to play it on a base or on a minion, then it’s a standard action, and you discard it after using it."
  • World Tour: Culture Shock: Page 6, "If it doesn’t stay in play (played on a base or on a minion, or buried), then it’s a standard action, and you discard it after using it."
  • World Tour: Culture Shock: Page 13, definition of "standard", "A standard action is one that does not remain in play by being played on a base or on a minion, or by being buried. It does its job and leaves."

Non-standard actions remain in play as long as the card they are connected to remains in play[]

To use, add {{Non-standard Action Rule}}

Non-standard actions are those that are attachable, i.e. play-on-base actions (a.k.a. base modifiers), play-on-minion actions (a.k.a. character modifiers) and actions that bury themselves when played normally. Just like any attachments, they remain in play as long as they are attached to a card. If the card they are on ever leaves play, they are discarded.

History:

  • Core Set: Page 4, "Then discard the action (unless it has an Ongoing ability)."
  • Monster Smash: Page 5, "Then discard the action (unless it has a Talent or Ongoing ability)."
  • Pretty Pretty Smash Up: Page 5, "Then discard the action (unless it told you to play it on a base or minion)."
  • What Were We Thinking?: Page 5, "Card Resolution Order", "5. Discard the card of step 1 unless played on another card."
  • Big in Japan: Page 5, "Then discard the action, unless you played it on another card."
  • The Bigger Geekier Box: Page 5, "If it didn’t say to play it on a base or on a minion, then it’s a standard action, and you discard it after following its instructions. (If it did say to play on a base or minion, then it’s non-standard, and you leave it where it is.)"
  • The Bigger Geekier Box: Page 13, "Cards that say, “play on a base/minion” stay there until another card relocates them or the base or minion it is on leaves play."
  • Oops, You Did It Again: Page 6, "If it didn’t say to play it on a base or on a minion, then it’s a standard action, and you discard it after using it."
  • World Tour: Culture Shock: Page 6, "If it doesn’t stay in play (played on a base or on a minion, or buried), then it’s a standard action, and you discard it after using it."
  • Smash Up: Marvel: Page 5, "If it’s a modifier it is played next to a base or character, and it stays there; otherwise you discard the action after using it."
  • Smash Up: Marvel: Page 9, definition of "modifier", "The modifier stays with the card it is attached to until that card leaves play, or the modifier is moved or removed from play."

Only "play on a base" actions are played on a base[]

To use, add {{POB Actions Are On Bases Rule}}

Only actions that attach themselves on a base are considered as being played on it. In particular, actions that are attached to a minion are considered as attached to the minion (duh), but not attached to the base where the minion is.

Also, actions that do something to a base without being played on it are, well, not played on it.

For example, if if you play Rampage to reduce a base's breakpoint, you can target The Dread Gazebo as Rampage isn't played on a base.

History:

  • It’s Your Fault!: Page 12, clarification of "Burn It Down", "Actions on minions are not destroyed."
  • Big in Japan: Page 12, clarification of "Kaijookey, Wade through the Buildings, Gorgodzolla", "Actions on minions do not count."
  • That ’70s Expansion: Page 13, clarification of "”Skinny Minnie”, “Rubber Chicken”, “El Bandido”, Convoy, Hotwire, Rally, Truck Stop, The Greasy Spoon", "Actions on minions do not count as actions on bases."
  • The Bigger Geekier Box: Page 13, "Only cards that say, “Play on a base or minion” are considered played on that base/minion."
  • The Bigger Geekier Box: Page 13, "Standard actions that affect a base or minion but don’t get played on it (e.g., Rampage) are not on the base or minion."
  • The Bigger Geekier Box: Page 16, clarification of "Terraforming", "You do not discard minions on the Terraformed base, nor actions attached to them."
  • The Bigger Geekier Box: Page 17, clarification of "Burn It Down", "Do not destroy actions on minions."
  • The Bigger Geekier Box: Page 22, clarification of "Ornate Dome", "This does not affect actions on minions, nor prevent such actions from being played. This does not block actions that target a base but are not played on it (e.g., Rampage, Disenchant)."
  • The Bigger Geekier Box: Page 25, clarification of "The Dread Gazebo", "This does not block actions that target a base but are not played on it (e.g., Rampage, Disenchant)."

Only "play on a minion" actions are played on a minion[]

To use, add {{POM Actions Are On Minions Rule}}

Only actions that attach themselves on a minion are considered as being played on it.

Actions that do something to a minion without being played on it are, well, not played on it.

For example, if you play Augmentation and target a Furious George, Augmentation isn't played on Furious George and so Furious George doesn't get an additional +1 power from its own ability.

History:

  • The Bigger Geekier Box: Page 13, "Only cards that say, “Play on a base or minion” are considered played on that base/minion. Actions on minions are not on the base. Standard actions that affect a base or minion but don’t get played on it (e.g., Rampage) are not on the base or minion."

A play-on-base action doesn't give an ability to the base that any player can use[]

To use, add {{POB Actions And Bases Rule}}

An action that is played on a base doesn't give any additional ability to that base. It is simply attached to it, and therefore will not be discarded after play like most actions, and those abilities are only that action's abilities.

So, if a base's ability is cancelled (e.g. Jammed Signal), it doesn't cancel those actions' abilities.

Also, that action has a controller, which is the player who played it, and so its ability is only resolved from that player's "point of view" (so "you" means that player, and "other players" means that player's opponents).

For example, if an action played on a base says "Each of your minions here has +1 power" (e.g. Full Moon), "your minions" means the minions of Full Moon's controller. If the action wanted to give +1 power to all minions there, it would have said so, for example "All minions here have +1 power" (e.g. Enchantment).

A notable exception to this is Signs in the Stars, which actually states "this base also has [the top base's] abilities" and therefore does give an additional ability to the base, but that is because it says so.


A play-on-minion action doesn't give an ability to the minion it is attached to[]

To use, add {{POM Actions And Minions Rule}}

An action that is played on a minion doesn't give any additional ability to that minion. It is simply attached to it, and therefore will not be discarded after play like most actions, and those abilities are only that action's abilities.

So, if the minion's ability is cancelled (e.g. Mind Lady, Cuddle), it doesn't cancel those actions' abilities (which would beat the purpose in the case of Cuddle).

A notable exception to this are actions that state "this minion has "ability"" (e.g. Flighterizer, Potion of Redundancy Potion,...) that do give an additional ability to the minion, but that is because they say so.

History:

  • Cease and Desist: Page 11, clarification of "Bruiser, The Touch", "When the talent is used, the minion loses the abilities granted by actions (The Touch, Passengers, Flighterizer), but not the benefits of an action’s own abilities (Cesium Armor, Matrix of Bossiness)."
  • The Bigger Geekier Box: Page 13, "An action played on a minion is controlled by the player who played the action, not by the controller of the minion."

If you play an action on another player's minion, you're still the action's controller[]

To use, add {{Your Action On Enemy Minion Rule}}

There are several play-on-minion actions that you can play on any minion. If you play it on another player's minions, they don't become the action's controller.

This is especially true for actions with talents (e.g. Boots of Running Really Fast, Ladybug, Leaf Armor,...) or with an ongoing ability which makes a distinction between its controller and its opponents, i.e. actions that say "you", "other players", or a variation on those (e.g. Daisy Chain, Flying Monkey,...) In those cases, only the player who played the action can use its talent, and "you" on those cards mean the action's controller (regardless of who controls the minion) and the "other players" are that player's opponents.

A notable exception to this are actions that state "this minion has "ability"" (e.g. Flighterizer, Potion of Redundancy Potion,...) While the player who played the action is still its controller, it's the minion that has the ability, so only the minion's controller can use it.

History:

  • Smash Up: Munchkin: Page 12, clarification of "Too Tough", "If played on another player’s minion, Too Tough protects it from that player’s actions."
  • The Bigger Geekier Box: Page 13, "An action played on a minion is controlled by the player who played the action, not by the controller of the minion."
  • The Bigger Geekier Box: Page 24, clarification of "Leader of the Pack", "If you play this on another player’s minion and it has the highest power, you still get the benefit. You also get the benefit if the minion is tied for highest power."
  • Smash Up: Marvel: Page 9, definition of "modifier", "The modifier is controlled by the person who played it, even if it is attached to a character with a different controller."

On Actions with Power, the printed number is just a reminder of the power they give[]

To use, add {{Action With Power Rule}}

Actions with Power (mainly Kaiju actions), add power directly to the total power of their controllers, just like minions, as part of their Ongoing ability. In order to remind you of it and/or to make them more noticeable, that number is reported on the upper-left corner of the card, like minions' printed power albeit in a slightly smaller font. This is just a reminder! The action doesn't add twice that power, once from the printed number and once from the Ongoing ability.

History:

  • The Bigger Geekier Box: Page 3, diagram of an action with power, "The action may have a number here to remind players that they add power."

A card that says “Base/Character modifier” is the same as one that says “Play on a base/minion” in the other sets[]

To use, add {{Modifiers Are Non-standard Rule}}

Smash Up: Marvel uses the term "modifier" to designate their "attachable" actions. But the actions that say "Base/Character modifier" and the actions that say "Play on a base/minion" are exactly the same, so abilities that refer to "Base/Character modifier" also apply to actions that say "Play on a base/minion" and abilities that refer to actions that say "Play on a base/minion" also apply to "Base/Character modifier".

History:

  • Smash Up: Marvel: Page 8, "A card that says “Base/Character modifier” is the same as one that says “Play on a base/minion” in the other sets. A card in Smash Up Marvel that refers to modifiers also refers those similar actions in the other sets. Cards in the other sets that refer to actions that are played on bases or minions also refer to modifiers."

Bases[]

The base's ability is what's written at the bottom of its card[]

To use, add {{Base Ability Rule}}

The ability of any card is the text written on it, so a base's ability is simply the text written on it. As such, play-on-base actions don't add any text to the base, so their text don't count as base abilities. The action would need to explicitly state that it adds abilities to the base, e.g. Signs in the Stars.

History:

  • Core Set: Page 7, diagram of a base card, the text on the bottom is called an "ability".

A base isn't any player's card[]

To use, add {{Base And Players Cards Rule}}

No player controls the bases. This means that abilities that protect against other players' cards do not protect agains base abilities, even if another player uses it.

History:

  • The Bigger Geekier Box: Page 19, clarification of "Deep Roots", "Deep Roots does not prevent movement caused by bases (e.g., Mushroom Kingdom)."

Bases have no owners[]

To use, add {{Base Owner Rule}}

History:

  • Pretty Pretty Smash Up: Page 12, "Owner (i.e. the player whose deck the card came from)."
  • Smash Up: Munchkin: Page 11, definition of "owner", "The player whose deck the card originally came from."
  • Big in Japan: Page 11, definition of "owner", "The player who had the card at the start of the game."

Base breakpoint is never reduced below zero[]

To use, add {{Breakpoint Reduction Limit Rule}}

When the breakpoint of a base would go negative, then that base's breakpoint is considered as zero.

History:


On a card, "this base" refers to the base where the card is. If the card is attached to a minion, it refers to the base where the minion is. And if the card is a base, it refers to the card itself[]

To use, add {{This Base Rule}}

If the card that mentions "this base" is:

  • A minion: It means the base where it is.
  • A play-on-base action: It means the base where it is.
  • A play-on-minion action: It means the base where its minion is.
  • A titan: It means the base where it is.
  • A base: That very same base.

Note that this implies that for an ability that says "this base" to make any sense, the card with that ability needs to already be in play! For example, Special cards that says "Before this base scores" only work if the card is already in play and therefore cannot be played as Specials before a base scores.

Sub-rule:

History:

  • The Bigger Geekier Box: Page 11, definition of "this", "“This” usually refers to the card itself. If it refers to a different type of card (e.g., a minion with the text “this base”), then it means the card of that type that it is played on; in such cases, “this” has no meaning on a card that is not in play."

“Here” refers to the base that the card currently occupies, or to the base itself if a base says “here”[]

To use, add {{Here Meaning Rule}}

When a card in play mentions "here":

  • If it's a play-on-base action, a minion or an uncovered card, it means "the base the card is on".
  • If it's a play-on-minion action, it means "the base this minion is on".
  • If it's a base, it means "this base".

History:

  • Pretty Pretty Smash Up: Page 12, "“Here” means the base the card is at."
  • The Bigger Geekier Box: Page 10, definition of "here", "“Here” refers to the base that the card currently occupies, or to the base itself if a base says “here”."

"There" means "the location just referred to on the card"[]

To use, add {{There Meaning Rule}}

When a card in play mentions "there", you have to look at a previous location mentioned on the card. "There" usually refers to a particular base that was previously alluded to, e.g. if it simply mentions a minion that would be in play, it refers to the base where that minion is or was. Sometimes it also refers to a player's hand, deck or discard pile. Whichever the case, it usually makes sense within the context of the card.

History:


A player with no cards on a base has 0 power there[]

To use, add {{Default Power Rule}}

History:

Labels: None, i.e. on-play[]

On-play abilities are resolved only once and have no further effect[]

To use, add {{On-play No Further Effect Rule}}

On-play abilities are only once resolved when their card is played. From then on, no matter what happens to or around the card, that resolution cannot be altered! So if the card ever has its ability cancelled or is removed from play, its ability will still resolve exactly as it was written when it was played!

For example:

  • A player plays a Laseratops and destroys a minion. If Laseratops later leaves play, it does not restore the destroyed minion!
  • A player plays a Betrothed and gives control of it to another player. If Betrothed later has its ability cancelled, control of it still remains under that player!
  • A player plays an Invader and gains 1 VP. If Invader later leaves play, that player does not lose the 1 VP it gained!
  • A player plays a Critter Coach and plays its extra minion. If the Critter Coach leaves play before the end of the turn, the extra minion will still go under your deck if you control it at the end of the turn!
  • A player plays Quick Draw and boosts a minion's power while in a duel. If the duel ends, the power boost persists and remains the same!

History:

  • Smash Up: Munchkin: Page 12, clarification of "Flower Child", "This card and the minion swapped with it have no connection; when one of them leaves play the other one is not given back."
  • What Were We Thinking?: Page 12, clarification of "Group Hug", "The power boost is calculated once and does not change when more minions are there, or the minion moves."
  • That ’70s Expansion: Page 13, clarification of "High-Speed Chase, Rally", "The power boost is unchanged even if High-Speed Chase is destroyed, or other actions appear there."
  • Big in Japan: Page 12, clarification of "Critter Coach, Critter Champion", "The minion they play must go to the bottom of the deck even if the card that summoned them is out of play by the end of the turn."
  • The Bigger Geekier Box: Page 16, clarification of "Form Mergacon", "This does not affect minions played after this card."
  • The Bigger Geekier Box: Page 16, clarification of "Good Habits", "This only affects minions currently in play, not those played later in the turn."
  • The Bigger Geekier Box: Page 16, clarification of "Invader", "If the Invader is destroyed, you do not lose the VP it gave you."
  • The Bigger Geekier Box: Page 17, clarification of "Augmentation", "It only affects minions currently in play, not those played later in the turn."
  • The Bigger Geekier Box: Page 17, clarification of "Rampage", "Use the minion’s current power. If its power changes later in the turn, the breakpoint does not change further."
  • The Bigger Geekier Box: Page 18, clarification of "We Will Rock You", "he power gain is calculated when this card is played, and does not change even if power counters on a card increase or decrease."
  • The Bigger Geekier Box: Page 19, clarification of "The Deep Ones", "It only affects minions currently in play, not those played later in the turn."
  • The Bigger Geekier Box: Page 20, clarification of "That’s So Crazy...", "The +1 power only affects minions currently in play, not those played later in the turn. The same is true for ... It Just Might Work."
  • The Bigger Geekier Box: Page 20, clarification of "Super Future Space Armor Power", "This does not affect minions played after this card."
  • The Bigger Geekier Box: Page 21, clarification of "Swashbuckling", "Its effects only apply to minions currently in play, not to minions played later in the turn."
  • The Bigger Geekier Box: Page 21, clarification of "Genetic Shift", "The first part of this ability only affects minions currently in play."
  • The Bigger Geekier Box: Page 23, clarification of "Justice Friends", "This does not affect minions played after this card."
  • The Bigger Geekier Box: Page 24, clarification of "Campaign", "This does not affect minions played after this card."
  • The Bigger Geekier Box: Page 24, clarification of "Frenzy", "This does not affect minions played after this card."
  • The Bigger Geekier Box: Page 24, clarification of "Cross Bow", "This does not affect minions played after this card."
  • The Bigger Geekier Box: Page 24, clarification of "Potion of Paralysis", "It does cancel those of cards played to its base after it is played."
  • Oops, You Did It Again: Page 16, clarification of "Quick Draw", "The amount of power gained is determined when this card is played and does not change even if the minion’s dueling status changes."

An on-play ability happens when you play its card[]

To use, add {{On-play Meaning Rule}}

Unlabelled of on-play abilities on minions and actions are only resolved when their card is played. They are not resolved again when the card is moved to another base because that's not playing.

In particular, when an on-play ability allows you to copy the ability of another card, e.g. Copycat, you must first play the card and then the ability gets copied. And even more particularly, if a player plays a minion with a Special play condition (e.g. Shinobi, Mako, Snuggly Bear), you cannot play a Copycat claiming it copies their Special abilities. Playing a Copycat is what allows you to copy an ability, not the other way around. To copy their abilities, a Copycat must first be played, which cannot be done before getting a copied ability.

History:

  • Core Set: Page 8, definition of "play", "A card’s ability happens when you play it."
  • The Bigger Geekier Box: Page 13, "Text that precedes a label, and text without a label, are normal on-play ability effects that take place instantly when played."

Labels: Ongoing[]

An Ongoing ability only becomes active when the card is in play[]

To use, add {{Ongoing In Play Rule}}

The only way for a card to have any effect while out of play is if it's a Special. Ongoing abilities only work while the card is in play, i.e. played on a base or a minion. In particular, Ongoing abilities that do something when their card goes to the discard pile only work when that card goes from the discard pile from play. Most cards make it explicit by stating "from play", but those that don't still imply it!

History:

  • The Bigger Geekier Box: Page 10, "Ongoing abilities are active for as long as they’re in play, and/or they trigger at some later time while in play. Ongoing abilities do not work from the hand, deck or discard pile."
  • The Bigger Geekier Box: Page 18, clarification of "Haunting", "Since it is Ongoing, this ability does not activate while it’s in your hand."
  • The Bigger Geekier Box: Page 19, clarification of "Igor", "You get the +1 power counter if this minion goes to the discard pile after scoring, but not after being discarded from the hand, since Ongoing abilities only work while in play."
  • World Tour: International Incident: Page 11, definition of "ongoing", "They do not work from the hand, deck or discard pile."

An Ongoing ability lasts for as long as the card is in play, and/or it triggers at some later time while in play[]

To use, add {{Ongoing Lasting Rule}}

There are two types of Ongoing abilities:

  • Those that cause an immediate change that lasts for as long as they are in play and stops as soon as they leave play. For example, permanent change of minion power, base breakpoint, effects that prevent players from doing something, etc.
  • Those that wait for an event to occur and react to it when it happens. Note that those require to be in play to react to that event, and that their reactions may last beyond the moment they are removed from play. For example, Jason waits for you to play your first action in a turn and once you do, its effect lasts until the end of the turn even if Jason leaves or has its abilities cancelled in the meantime.

History:

  • Core Set: Page 8, definition of "ongoing", "Ongoing abilities are active for as long as they're in play."
  • The Bigger Geekier Box: Page 10, "Ongoing abilities are active for as long as they’re in play, and/or they trigger at some later time while in play."
  • The Bigger Geekier Box: Page 22, clarification of "Shearing", "If Shearing leaves play before the start of your next turn, you do not return it to your hand."
  • World Tour: International Incident: Page 11, definition of "ongoing", "They do not work from the hand, deck or discard pile."

Labels: Special[]

If a Special must be played when its conditions don’t allow it, it is discarded instead[]

To use, add {{Prohibited Special Play Rule}}

This rule only applies to Special actions that can be played when their stated condition applies. If they are ever played and their condition is not true, they are discarded without effect.

While it's unclear if you can voluntarily play such Special actions from your hand when their condition isn't true, there are situations where you are forced to play an action, such as when you uncover a card or when you choose an action as a duel's action. In those cases, if you ever choose to uncover or select for a duel a Special action, you are required to play it and so if its condition isn't met at the time, you will be forced to discard it without effect.

History:

  • The Bigger Geekier Box: Page 8, "If circumstances make playing it impossible (e.g. it’s a card that is only played before a base scores), it is discarded instead."
  • The Bigger Geekier Box: Page 11, definition of "special", "If a Special must be played when its conditions don’t allow it, it is discarded instead."
  • The Bigger Geekier Box: Page 18, clarification of "Non-Infinite Loop", "If you choose an action whose conditions for play are not met (e.g., Cosplay, Force of Wil), it has no effect and you just return it to your hand."

A Special ability will describe how it can be used[]

To use, add {{Special Description Rule}}

A Special ability will tell you exactly when you can use it and how. Sometimes, the card must already be in play in order for you to use its Special ability.

As such, Special abilities usually start by stating "Special: When something happens", "Special: After something happens", or "Special: Before something happens", that's when you know you can use the Special ability, and if there are no more restrictions, they can be used on any turn, even your opponents'.

In general, the Special abilities of minions can only be used when they are already in play (e.g. Pirate King, Pack Alpha,...). If the Special ability can only be used from out of play, it will be stated that the minion can be played or discarded from the hand in the Special ability, for example, Shinobi, Spectre, Fan,...

On the other hand, in general, the Special abilities of actions can only be used when they are in your hand, allowing you to play them when the specified trigger occurs. A notable exception is Flying Monkey, which can only be invoked when its already in play.

History:

  • Core Set: Page 9, definition of "special", "A card’s ability will describe how it can be used."
  • Awesome Level 9000: Page 12, "Specials may be played at any time they are applicable, even on other players’ turns."

Labels: Talent[]

When you play a card, an ability that starts with "Talent:" is never resolved immediately[]

To use, add {{Talent When Played Rule}}

When you play a card, you do resolve its abilities. However, talents are NOT resolved at that moment. This doesn't meant that talents cannot be used on the same turn as they are played; on the contrary, they can, but only once you are free to invoke them on your turn.

So, when you play a card on your turn:

  1. Resolve the ability of the played card, but ignore its talent,
  2. Resolve any card reactions and cards in the middle of resolution,
  3. Once nothing else can interrupt your play and you are free to play more cards or invoke abilities, that's when you can invoke the talent of the card you just played, if you want to.

History:

  • Big in Japan: Page 7, "After you play or move a titan to a base that already has a titan, one of them must be removed from play (exception: Kaiju Island). The two controllers compare their total power at that base, after resolving their ongoing abilities though not their talents."
  • The Bigger Geekier Box: Page 5, "Do what the card says. (Card abilities that start with the word Special or Talent are a special case. No, really.)"
  • The Bigger Geekier Box: Page 12, "On-play (i.e. unlabelled) abilities, and Ongoing abilities with no specified timing, are resolved immediately after playing the card."

A talent can only be used during your Play Cards phase[]

To use, add {{Talent Limit Rule}}

Talents were created as replacements for "On your turn" abilities, like Archmage and Ninja Acolyte. As such, they can only be used "on your turn", i.e. during your Play Cards phase. Although the wording "on your turn" has remained for base abilities.

The only way for a talent to be used outside your Play Cards phase is if a card explicitly states you can use it at odd moments, e.g. Happy Zapper or Expert Timing.

History:

  • Awesome Level 9000: Page 11, definition of "talent", "This is an ability that the minion may use once during each of your turns."
  • The Obligatory Cthulhu Set: Page 11, definition of "talent", "This is an ability that the minion or action may use once during each of your turns."
  • Pretty Pretty Smash Up: Page 11, definition of "talent", "This is an ability that the minion or action may use once during the Play Cards phase of each of your turns."
  • Big in Japan: Page 11, definition of "talent", "This is an ability that the card may use once during the Play Cards phase of each of your turns."
  • Oops, You Did It Again: Page 6, "2. Play Cards. An ability labeled “Talent” can only be used once during this phase of your turn."

A talent can be used on the same turn the card is played[]

To use, add {{First Turn Talent Rule}}

Since a talent can be used "on each of your Play Cards phase", it stands to reason that it also includes the very first turn where the talent is present. So you can play a card and use its talent on the same turn.

History:

  • Awesome Level 9000: Page 11, definition of "talent", "This is an ability that the minion may use once during each of your turns."
  • The Obligatory Cthulhu Set: Page 11, definition of "talent", "This is an ability that the minion or action may use once during each of your turns."
  • Pretty Pretty Smash Up: Page 11, definition of "talent", "This is an ability that the minion or action may use once during the Play Cards phase of each of your turns."
  • Big in Japan: Page 11, definition of "talent", "This is an ability that the card may use once during the Play Cards phase of each of your turns."

A card's talent can only be used by that card's controller[]

To use, add {{Talent Controller Rule}}

By default, you control the abilities of your cards only, so talents can only be used by the controller of the cards that have them. This is especially true if you play an action with a talent and attach it to another player's minion or to a base. The fact that it is on another player's minion doesn't mean that that player can use it; only you do, e.g. if you play Boots of Running Really Fast on another player's minion, only you will be able to move that minion. Likewise, actions played on bases don't add any abilities to that base; only the player who has control of the play-on-base action can use its talent, e.g. if a player plays a Zeppelin on a base, only the Zeppelin's controller can use its talent; none of the other players can use it.

History:

  • The Bigger Geekier Box: Page 5, "2. Play Cards. In addition, some of your cards may have abilities that you can use during this time."

Each talent can be activated once on each of your turns[]

To use, add {{Talent Once Per Turn Limit Rule}}

This means two things:

  • A talent can only be used once per turn.
  • If a player controls several talents, they can use each of them, but still once per turn per talent.

History:

  • Awesome Level 9000: Page 11, definition of "talent", "This is an ability that the minion may use once during each of your turns."
  • The Obligatory Cthulhu Set: Page 11, definition of "talent", "This is an ability that the minion or action may use once during each of your turns."
  • Pretty Pretty Smash Up: Page 11, definition of "talent", "This is an ability that the minion or action may use once during the Play Cards phase of each of your turns."
  • Big in Japan: Page 11, definition of "talent", "This is an ability that the card may use once during the Play Cards phase of each of your turns."

A talent cannot be invoked in the middle of resolving other abilities[]

To use, add {{Talent Free To Act Rule}}

Talents can only be invoked when the current player is "free to act", i.e. not in the middle of resolving a card's ability and the reactions from triggerable cards.

History:

  • Big in Japan: Page 7, "After you play or move a titan to a base that already has a titan, one of them must be removed from play (exception: Kaiju Island). The two controllers compare their total power at that base, after resolving their ongoing abilities though not their talents."

Glossary: After[]

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"[]

To use, add {{After X Do Y Rule}}

This is an abilities that triggers as soon as X happens, but will only be resolved as part of "step 3 or 4" of the Card Resolution Order. I.e. the card that causes X must have finished resolving and any cards that were in the middle of resolution must finish, then finally all "After X, do Y" can be resolved.

For example, if you play Torn Apart to destroy a minion while a Hammerhead is on the target's base, Hammerhead will only have its ability resolved after you finish resolving Torn Apart, i.e. after you draw the card. Similarly, a Mako in your hand would only be played after you draw the card as well, not immediately after the destruction.

History:

  • It’s Your Fault!: Page 9, definition of "after", "“After X do Y”, means X is completely resolved before Y is done. (Unless X is “a base scores”, page 7.)"
  • Cease and Desist: Page 12, clarification of "Wintersquashed", "You resolve the minion’s ability before giving control of it."
  • The Bigger Geekier Box: Page 9, definition of "after", "“After X do Y” means you resolve X completely before you start doing Y. If X does not happen, neither does Y. You must do Y immediately after X, meaning before the current player does some other activity that does not depend on X."
  • The Bigger Geekier Box: Page 12, "If X does not fully occur, you cannot do Y."
  • The Bigger Geekier Box: Page 22, clarification of "Mako", "If you draw Mako because of Torn Apart, you may also play it immediately."
  • The Bigger Geekier Box: Page 25, clarification of "Cave of Shinies", "The minion must actually be destroyed to get the 1 VP (e.g., “destroying” Warbot doesn’t count)."
  • The Bigger Geekier Box: Page 25, clarification of "Wintersquashed", "Resolve the minion’s ability before giving control of it."

A card that says "After the first time each turn you do X here" can trigger an extra time if the card is moved/transferred to another base and you do X again on the new base, with that X being your first X done there this turn, but not necessarily your first X of the turn[]

To use, add {{After First X Here Rule}}

Cards that are triggered by the "first time" something happens are usually only triggered the very first time that thing happens. E.g. Spartan are only triggered by the very first action you play during your Play Cards phase, and definitely not by the second, third, etc. action you may play that turn ever. However, a few cards also have a limit on the base, being triggered by the first time something happens on a precise base (usually the base they are currently on), e.g. Rainboroc, Child of the Sun, Smart Set-Up. These cards can definitely trigger multiple times per turn by triggering on one base and then moving/transferring it to another base and have the thing happen there again. Despite it being the second time the thing happens, it is indeed the first time it happens on that other base, so the card is indeed triggered.

Note that the wording here is important. If the card says "After the first time each turn you do X here", then the location of the card and the occurrence limit are worked into the triggering event, which is why the card can trigger multiple times per turn, at most once per base. On the other hand, if the card says "Once per turn, after you do X here" (e.g. Very Large Boulder), the occurrence limit is general and not part of the triggering event, which means that the card can only trigger once per turn even if the event happens several times on different bases.

History:

Glossary: Cancel[]

Cancelling (or losing) an effect does not necessarily undo what it did[]

To use, add {{Cancelled Effect Rule}}

Cancelling an effect just makes the ability inaccessible for as long as the cancellation lasts, but most of the things the ability already did can't be undone. So Talents can't be invoked again and Ongoing abilities are ignored. But it doesn't undo things that already happened, such as card draws, VPs granted, the placing of +1 power counter, the previous destructions of minions, etc.

History:

  • Cease and Desist: Page 12, clarification of "Solarshout", "Once triggered, the -2 power lasts even if it loses its ability (e.g. from The Touch)."
  • The Bigger Geekier Box: Page 9, definition of "cancel", "Canceling does not undo previous effects created by the ability."

Glossary: Control[]

With no stated deadline, a control change lasts indefinitely[]

To use, add {{Control And Deadline Rule}}

A few cards allow you to change the control of a card, usually a minion and usually by taking control of it. Most of those cards state a deadline, such as until the end of the turn or while the card granting the control is in play. When that deadline is missing, that's no mistake, the control lasts indefinitely until control is explicitly changed again. As such, if the card that granted that indefinite control change is removed from play or has its abilities cancelled, the control change remains effective and isn't revoked!

History:

  • Cease and Desist: Page 13, "With no stated deadline, a control change of a minion lasts indefinitely."
  • The Bigger Geekier Box: Page 12, "Abilities that grant control of another card last while the controlled card is in play, or until another ability changes its control."
  • Oops, You Did It Again: Page 17, "With no stated deadline, a control change of a minion lasts until the minion leaves play, or its control changes again."

Glossary: Destroy[]

Destroying lets you remove a card that's in play and put it in the discard pile[]

To use, add {{Destroy Meaning Rule}}

Destruction only applies to cards in play.

History:

  • Pretty Pretty Smash Up: Page 9, definition of "destroy", "This lets you remove a card that’s in play and put it in its owner’s discard pile."
  • Smash Up: Munchkin: Page 10, definition of "destroy", "This lets you remove a card that’s in play and put it in the appropriate discard pile."
  • It’s Your Fault!: Page 9, definition of "destroy", "This lets you remove a card that’s in play and put it in its owner’s (or the base) discard pile."
  • Cease and Desist: Page 9, definition of "destroy", "This lets you remove a card that’s in play and put it in the discard pile."

Removing a card from play does not necessarily undo what it did[]

To use, add {{Removed Effect Rule}}

History:

  • Cease and Desist: Page 12, clarification of "Spikey Chair Room", "You may destroy the minion to draw the card even if the minion played here is moved later in the turn, or even if this base scores this turn.
  • Big in Japan: Page 12, clarification of "Critter Coach, Critter Champion", "The minion they play must go to the bottom of the deck even if the card that summoned them is out of play by the end of the turn."
  • World Tour: Culture Shock: Page 15, clarification of "Signs in the Stars", "If the top base card changes — because of this card’s controller using its talent, or another card’s ability, or another base scoring — the previous top base card’s ability stops being applied, but any of its effects that have already happened (e.g. “+2 power until the end of the turn”) are not undone."

Glossary: Discard[]

Unless otherwise specified, discarding cards refers to cards in your hand[]

To use, add {{Discard Default Rule}}

When an effect simply tells you to discard cards, without specifying where those cards should be, then those cards must be discarded from your hand. Some cards do specify "from your hand", but this is redundant and are no different from cards that just tell you to discard cards without specifications.

History:


If you take a card out of the discard pile, show it to everyone[]

To use, add {{Discard Knowledge Rule}}

Discard piles are public information. As such, they are kept face up and anyone can freely check them whenever they want. This also implies that if a card leaves the discard pile, that card should be shown to all players.

History:

  • Core Set: Page 9, "Anyone may look through any discard pile at any time."
  • Core Set: Page 12, "Anyone may look through any discard pile at any time."
  • Smash Up: Marvel: Page 13, "If you take a card out of the discard pile, show it to everyone."
  • Smash Up: Marvel: Page 13, "If you “search” your deck for a card, or choose a card to take from the discard pile, you must reveal the card chosen."

Going to the discard pile from play includes being discarded after scoring, being destroyed and, for an attachment, being discarded when the card it is attached to leaves play[]

To use, add {{Go To Discard Meaning Rule}}

History:

  • Core Set: Page 9, definition of "return", "When a card returns from a base, discard attachments on that card."
  • It’s Your Fault!: Page 13, "When a card leaves play, any cards on it are discarded."
  • Big in Japan: Page 13, "When a card leaves play, any cards and counters on it are discarded."
  • The Bigger Geekier Box: Page 13, "When a minion is destroyed, returned or placed, discard any attachments it has."
  • The Bigger Geekier Box: Page 13, "When a card leaves play, discard any cards and counters on it. This includes bases: no card on a base leaving play may stay for its replacement unless explicitly allowed."
  • The Bigger Geekier Box: Page 19, clarification of "There Goes Tokyo", "Cards immune to destruction are discarded instead, because their base left play."
  • The Bigger Geekier Box: Page 19, clarification of "Igor", "You get the +1 power counter if this minion goes to the discard pile after scoring."
  • The Bigger Geekier Box: Page 20, clarification of "Complete the Ritual", "Cards immune to the effects are discarded instead."
  • Oops, You Did It Again: Page 16, clarification of "Sakura Garden", "This also triggers after this base scores."
  • Oops, You Did It Again: Page 16, clarification of "Samurai-Chan, Bushi, Shogun, Final Haiku, Way of the Warrior, Honor the Fallen, Sakura Garden", "A minion going to the discard pile from play includes both being discarded after scoring, and being destroyed."
  • World Tour: Culture Shock: Page 14, clarification of "The Birch Woman", "Going to the discard pile from play includes both being discarded after scoring, and being destroyed."
  • World Tour: Culture Shock: Page 14, clarification of "The Frog Princess", "If you use the ability of Baba Yaga or Transformation on the minion this card is on, this card is discarded without triggering."

Glossary: Extra[]

Extra cards gained by a Special ability must be played immediately or not at all[]

To use, add {{Extra From Special Rule}}

If you obtained an extra card through a Special ability, even if it happens during your Play Cards phase, you must choose to play it immediately or not at all. You cannot "bank" it.

History:

  • Core Set: Page 6, "If your Special allows you to play extra cards, you must play those immediately or not at all."
  • Awesome Level 9000: Page 10, definition of "extra", "You don’t have to play the extra card right away, unless the extra card was gained by a Special ability."
  • The Bigger Geekier Box: Page 13, "Some extra card plays granted may be held in reserve until later in the phase. These are the generic ones (e.g., “play an extra minion”) that are granted by a non-Special ability during your Play Cards phase."
  • The Bigger Geekier Box: Page 20, clarification of "Ninja Acolyte", "You must play the extra minion immediately."
  • Oops, You Did It Again: Page 13, definition of "extra", "If an ability gives you an extra card during the Play Cards phase, you may play it later in the phase unless it refers to a specific card, or it was given by a Special ability."
  • Smash Up: Marvel: Page 9, definition of "extra", "If an ability gives you an extra card during the Play Cards phase, you may choose to wait and play it later in that phase, unless it was given by a Special ability, or a later part of the ability depends on playing the card (e.g. giving +1 power to an extra character), or if it refers to a specific card (e.g. a card revealed from the top of the deck)."

Extra cards are always optional[]

To use, add {{Extra Always Optional Rule}}

Whether an ability says "Play an extra minion/action" or "You may play an extra minion/action", in both cases, playing the extra card is optional.

One notable exception is Golden Condor, which states that you "must" play the returned actions as extra actions, so those aren't optional at all.

History:


During your Play Cards phase, you can play extra minions and actions at any time or not at all[]

To use, add {{Extra Card Order Rule}}

If you gain an extra minion/action, you can play it before playing the corresponding "free" card.

In this game, the term "extra" means that you increase the number of cards of that type that you can play for the current turn (and more specifically, only for the current phase!). So if you have a free minion and a free action to play, you can use your free action play and play They Keep Coming and gain an extra minion play from your discard pile. So now, you have two minion plays, the free one that you got for this turn and the extra one that you got from They Keep Coming and that's restricted to a minion in your discard pile. You're then free to use either your extra minion play, or your free minion play to play your first minion of the turn, or both in any order. If you choose to play the extra minion first, it has to be a minion from your discard pile.

History:

  • Core Set: Page 8, definition of "extra", "You can play cards in any order, so you don’t have to play the extra card right away."
  • The Bigger Geekier Box: Page 13, "Some extra card plays granted may be held in reserve until later in the phase. These are the generic ones (e.g., “play an extra minion”) that are granted by a non-Special ability during your Play Cards phase."

Extra cards gained outside of your Play Cards phase must be played immediately or not at all[]

To use, add {{Extra Out Of Turn Rule}}

If you obtain an extra card outside of your Play Cards phase, even if it's your turn, such as your Start Turn phase or your Score Bases phase, you must choose to play it immediately or not at all. You cannot "bank" it.

History:

  • Core Set: Page 9, "If you get to play extra minions or actions while a base is being scored, you must play those extra cards immediately or not at all."
  • Pretty Pretty Smash Up: Page 9, definition of "extra", "Extra cards are optional, and you don’t have to play the extra card right away, unless the extra card was gained by a Special ability or outside the Play Cards phase."
  • Cease and Desist: Page 13, "If you get to play extra minions or actions outside the Play Cards phase, you must play those extra cards immediately or not at all."
  • The Bigger Geekier Box: Page 13, "You must play an extra card immediately if the extra card play is granted outside the Play Cards phase (e.g., “When a base scores…”)."
  • The Bigger Geekier Box: Page 23, clarification of "Time Walk", "You don’t have to play extra cards before drawing the 2 cards, unless you play Time Walk outside your Play Cards phase."
  • Smash Up: Marvel: Page 13, "If you get to play extra characters or actions outside the Play Cards phase of your turn, you must play those extra cards immediately or not at all."

Extra cards can always be played immediately[]

To use, add {{Immediate Extra Rule}}

Extra cards you obtain can always be played immediately if you want to, and in very specific cases, they must be played immediately or else they are lost. Otherwise, extra cards that are normally "bankable" can be played immediately as soon as you obtain it. In particular, if you obtain it from playing a card, you can play the extra card immediately and so before the former card is discarded.

History:

  • Core Set: Page 8, definition of "extra", "You can play cards in any order, so you don’t have to play the extra card right away."
  • The Bigger Geekier Box: Page 13, "You may always play an extra card immediately."
  • Oops, You Did It Again: Page 13, definition of "extra", "You may always play it immediately."

You must play an extra card immediately or not at all if another part of the ability follows the extra play and depends on the extra card being played[]

To use, add {{Effect After Extra Rule}}

If you obtain an extra card and the instruction to play the extra card is followed by another instruction that depends on the extra card being played, you must choose to play it immediately or not at all. You cannot "bank" it.

History:

  • The Bigger Geekier Box: Page 13, "You must play an extra card immediately if another part of the ability follows the extra play (e.g., “You may play an extra minion and place a +1 power counter on it.”)."
  • The Bigger Geekier Box: Page 16, clarification of "Commission", "You must play the extra minion, and move the other player’s minion, immediately, if at all."
  • The Bigger Geekier Box: Page 20, clarification of "Disguise", "You must play the extra minion immediately."
  • Smash Up: Marvel: Page 9, definition of "extra", "If an ability gives you an extra card during the Play Cards phase, you may choose to wait and play it later in that phase, unless it was given by a Special ability, or a later part of the ability depends on playing the card (e.g. giving +1 power to an extra character), or if it refers to a specific card (e.g. a card revealed from the top of the deck)."

Extra cards that refer to a specific card must be played immediately or not at all[]

To use, add {{Specific Extra Rule}}

If you obtain an extra card that's about a very specific card (i.e. a specific physical card), you must choose to play it immediately or not at all. You cannot "bank" it. For example, if the card is one that's chosen or revealed in some way from your deck/hand/discard pile and even in play, it becomes an immediate extra card.

History:

  • The Bigger Geekier Box: Page 13, "You must play an extra card immediately if the extra card play effect refers to a specific card (e.g., “Reveal the top card of your deck. If it’s a minion you may play it as an extra minion.”)."
  • The Bigger Geekier Box: Page 18, clarification of "Non-Infinite Loop", "The extra action must be played at once."
  • The Bigger Geekier Box: Page 21, clarification of "Hoverbot", "You must play or return the minion immediately."
  • The Bigger Geekier Box: Page 23, clarification of "Do Over", "Play the extra minion immediately or not at all."
  • The Bigger Geekier Box: Page 23, clarification of "It’s Astounding", "Play the extra action immediately."
  • The Bigger Geekier Box: Page 24, clarification of "Mass Enchantment", "You must play the chosen card immediately."
  • The Bigger Geekier Box: Page 24, clarification of "Zombie Lord", "You must play those extra minions immediately."
  • Oops, You Did It Again: Page 13, definition of "extra", "If an ability gives you an extra card during the Play Cards phase, you may play it later in the phase unless it refers to a specific card, or it was given by a Special ability."
  • World Tour: Culture Shock: Page 14, clarification of "Collecting Stories, Anansi the Spider, The Birch, The Birch Woman, Llama, Mboro Hornet, and others", "Cards that specify how to choose the extra card require you to play it immediately."
  • Smash Up: Marvel: Page 9, definition of "extra", "If an ability gives you an extra card during the Play Cards phase, you may choose to wait and play it later in that phase, unless it was given by a Special ability, or a later part of the ability depends on playing the card (e.g. giving +1 power to an extra character), or if it refers to a specific card (e.g. a card revealed from the top of the deck). An extra card with constraints (e.g. a character of power 2 or less) is not a specific card and can be played later."

Cards played outside the Play Cards phase of your turns are counted as extra cards[]

To use, add {{Out Of Turn Is Extra Rule}}

Usually when you play an extra card, the card that granted it to you will state that you're playing an extra card, but several cards don't, for example "pure" Special actions. So by this rule, cards (with still the exception of monsters and titans) that are played outside of your Play Cards phase, which includes during other players' full turns, are counted as extra cards, even when they don't explicitly state you are playing extra cards.

History:

  • The Bigger Geekier Box: Page 13, "Cards you play outside the Play Cards phase of a turn are counted as extra cards."
  • The Bigger Geekier Box: Page 21, clarification of "Eliza", "Any minions or actions played out of turn, or outside the Play Cards phase of your turn, count as extra cards."

Glossary: Have[]

"Having" cards at a base means you control them[]

To use, add {{Have Meaning Rule}}

You "have" a card if you "control" it. On the other hand, just "owning" a card (and not necessarily controlling it) doesn't count as "having" that card.

History:

  • Big in Japan: Page 10, definition of "control", ""Having" cards at a base means you control them."
  • The Bigger Geekier Box: Page 10, definition of "have", "You have cards at a base if and only if you control the cards."
  • Smash Up: Marvel: Page 8, definition of "control", "To “have” a card or power at a base means you control it."

Glossary: In Play[]

A card is in play if it is on another card or if it is one of the active bases[]

To use, add {{In Play Meaning Rule}}

History:

  • Pretty Pretty Smash Up: Page 10, definition of "in play", "Cards in play are in the middle of the table, i.e. an active base or any card on it."
  • The Bigger Geekier Box: Page 10, definition of "in play", "Cards in play are in the middle of the table, i.e., an active base, a card on an active base, or a card on a minion."

Glossary: Look[]

If you "look" at a card, show it to no one else[]

To use, add {{Look Meaning Rule}}

If an ability allows you to look at one or more cards, you're the only one who can look at them; don't show them to other players! This is especially important if you are able to relocate the cards somewhere else: Since the other players can't see them, the cards don't go to their owner.

History:

Glossary: Move[]

Moving lets you relocate a minion or titan from one base to another[]

To use, add {{Move Meaning Rule}}

Moving requires a minion (or titan) already in play and allows you to relocate it to a different base.

Playing a minion or a titan is not moving. Similarly, if a minion or titan remains on the same base because it couldn't be moved, that's not moving!

History:

  • Core Set: Page 8, definition of "move", "This lets you move a card from one location to another."
  • Pretty Pretty Smash Up: Page 10, definition of "move", "This lets you move a card from one base to another."
  • Big in Japan: Page 10, definition of "move", "This lets you relocate a minion or titan from one base to another."

When a minion or titan moves, anything attached to the minion or titan goes with it and stays attached[]

To use, add {{Moving With Attachments Rule}}

When a minion or a titan is moved, any attachments on it such as counters and play-on-minion actions follow the moved card and stay attached to it.

History:

  • It’s Your Fault!: Page 10, definition of "move", "This lets you move a minion from one base to another, along with any actions on it."
  • Big in Japan: Page 10, definition of "move", "This lets you relocate a minion or titan from one base to another, along with any cards or counters on it."

If a card allows you to move another player's minion, they still remain that minion's controller; you do not take control of it[]

To use, add {{Moving Enemy Minions Rule}}

There's no official rules about it but there's nothing in the rules to think otherwise: Moving a minion simply lets you relocate it to another base, even if the minion isn't yours. Moving doesn't grant you control of the moved minion!


If a card allows you to move another player's titan, they still remain that titan's controller; you do not take control of it[]

To use, add {{Moving Enemy Titan Rule}}

There's no official rules about it but there's nothing in the rules to think otherwise: Moving a titan simply lets you relocate it to another base, even if the titan isn't yours. Moving doesn't grant you control of the moved titan!

Glossary: On Your Turn[]

"On your turn" means "during the Play Cards (phase 2) of each of your turns"[]

To use, add {{On Your Turn Rule}}

While your turn is technically comprised of all five phases (Start Turn, Play Cards, Score Bases, Draw 2 Cards and End Turn), "on your turn" strictly means the Play Cards phase!

History:

  • Pretty Pretty Smash Up: Page 10, definition of "on your turn", "This means during the normal Play Cards phase of your turn."
  • The Bigger Geekier Box: Page 5, "Any ability that says, “on your turn” can only be used during your Play Cards phase."
  • The Bigger Geekier Box: Page 24, clarification of "Tenacious Z", "You can only use its ability during the Play Cards phase of your turn."
  • The Bigger Geekier Box: Page 24, clarification of "They’re Coming to Get You", "You can use the minion play from the discard pile instead of either a regular minion or a generic extra minion play (e.g. Abduction), as long as it happens during your Play Cards phase."
  • Oops, You Did It Again: Page 6, "“On your turn” means during your Play Cards phase."

Each "on your turn" ability can be activated once on each of your turns[]

To use, add {{On Your Turn Limit Rule}}

This means two things:

  • An "on your turn" ability can only be used once per turn.
  • If a player controls several "on your turn" abilities, they can use each of them, but still once per turn per "on your turn" ability.

History:

  • The Bigger Geekier Box: Page 13, "If the trigger is something like “on/during your turn”, you can use it at most once per your turn."
  • Oops, You Did It Again: Page 13, definition of "on your turn", "You can only do it once per turn unless it says otherwise."
  • The Bigger Geekier Box: Page 25, clarification of "Subterranean Lair", "You may only invoke this once during your your Play Cards phase, even if the minion you played there earlier moved off."

Glossary: OR[]

When you resolve an "OR" ability, you must choose one of the two effects and only do that one[]

To use, add {{OR Meaning Rule}}

When you are using an ability that says "OR" in all capitals, you must choose one of the two alternative effects and resolve that one only.

History:

  • The Bigger Geekier Box: Page 10, definition of "OR", "“X OR Y”, with “OR” typeset in all capitals, means the controller chooses either X or Y to happen, but cannot choose both."

Glossary: Reveal[]

Cards you don’t own that are merely revealed in your hand or deck stay there[]

To use, add {{Not Owned Just Revealed Rule}}

Several cards tell you to reveal a card from your hand or your deck, so all players can see it. It is entirely possible for the card to be one you don't own, e.g. Cat Burglar. If the card doesn't go anywhere and is just returned to where it was revealed from, it stays there; it doesn't go to its owner's because it is not seen going to a hand, deck or discard pile, as it doesn't change location.

Note that if a card is revealed from the top of a deck and is placed on the bottom of it, it does change location and therefore should go to its owner's deck if that player doesn't own it.

History:

  • Oops, You Did It Again: Page 16, clarification of "Shield Maiden, Valkyrie, Pillage, Raiding Party, Ransack, Drakkar", "Cards you don’t own that are merely revealed in your hand or deck stay there."

If not specified, cards that are merely revealed or looked at return to where they were came from[]

To use, add {{Revealed Cards Rule}}

There are some rare effects that tell you to reveal or look at some cards from the hand or deck but don't clarify what to do with them after you are done. E.g. Drakkar, Cat Burglar, Secret Volcano Headquarters, Moon Dumpster, etc. In that case, just return them to where they came from.

History:

  • The Bigger Geekier Box: Page 18, clarification of "Mulligan: If you don’t draw the cards, return them to the top of the deck in the same order."
  • The Bigger Geekier Box: Page 25, clarification of "Secret Volcano Headquarters: Return unplayed cards to the tops of their respective decks."

When revealing cards from a deck until you find a particular kind of card(s), if you run out of cards, you stop revealing[]

To use, add {{Reveal Until X Rule}}

Some cards tell you to reveal cards from your deck until you reveal a specific kind of card, possibly in a set quantity, (e.g. It’s a Trap!, Incan Engineer, Command Penguin, Out Of Nowhere). If your deck is empty before you start revealing, you of course make a new deck out of your discard pile first. But if you run out of cards before you find what you need to find, you stop immediately, even if you have cards in your discard pile to make a new deck! You then continue resolving the rest of the card's ability as appropriate.

History:

  • World Tour: Culture Shock: Page 10, definition of "Cards played off the top of the deck", "If the deck is empty before you start revealing cards, shuffle your discard pile to make a new deck. But if the deck runs out while you are revealing, you stop revealing and can only play what you have already revealed. (This is also true for other cards that reveal from the deck until finding something, like It’s A Trap!)"
  • Smash Up: Disney Edition: Page 7, "If you are revealing cards until a condition is fulfilled (e.g. until an action is revealed), then if the deck runs out first, stop revealing and move on with the rest of the ability."

Glossary: Same name[]

A group of one or more cards have the same name when they all have identically matching card titles (yes, a single card counts as a group of cards with the same name); partial matches do not count[]

To use, add {{Same Name Meaning Rule}}

When a ability tells you to select a certain number (even "any number") of cards with "the same name" or a precise name, this means that all the cards you choose must have the same unique name as one another. Note that you can choose just one card in total as a "group" of one card is still a group and has the same name as itself. Also note that a card's name is its "full name", if cards only share a few words in common in their name, they don't have the same name.

History:

  • The Bigger Geekier Box: Page 11, definition of "same name", "A group of one or more cards that all have identically matching card titles. Two or more Ninja Acolytes are such a group, but partial matches like a Ninja Acolyte / Ninja Master do not count. A single card always counts as a group of cards with the same name."

Glossary: Search[]

After searching a deck it must be shuffled[]

To use, add {{Deck Searching Rule}}

Usually, when you search your deck, it is natural to think that you would shuffle it afterwards. In fact, the vast majority of the cards in the first sets explicitly tell you to do so. Even in rare cases where the card forgets to tell you to do so (e.g. The Greenhouse), you should do it. Well, starting with the Big in Japan set, this is now part of the rules, so cards that were created later no longer tell you to shuffle your deck, but you must actually do it. There is no such thing in the game that allows you to perused all the cards in your deck and have complete control and knowledge about all the cards to come.

History:

  • Big in Japan: Page 12, clarification of "Black Magicat, Critter Champion, Critter Coach, Evolution, I Select You, White Magicat", "It is now part of the rules that cards that tell you to search your deck also require that you reveal the card searched for, and shuffle your deck afterwards."
  • Big in Japan: Page 13, "After searching a deck it must be shuffled."

If you “search” a deck or discard pile for a card you must reveal the card chosen[]

To use, add {{Card Searching Rule}}

Usually, when you search your deck for a card, it is natural to think that the other players should see what you took, at least for control, just in case you didn't make any (intentional) mistake. In fact, the vast majority of the cards in the first sets explicitly tell you to do so. Even in rare cases where the card forgets to tell you to do so (e.g. Budding), you should do it. Well, starting with the Big in Japan set, this is now part of the rules, so cards that were created later no longer tell you to reveal the card you searched for, but you must actually do it.

History:

  • Big in Japan: Page 12, clarification of "Black Magicat, Critter Champion, Critter Coach, Evolution, I Select You, White Magicat", "It is now part of the rules that cards that tell you to search your deck also require that you reveal the card searched for, and shuffle your deck afterwards."
  • Big in Japan: Page 13, "If you “search” a deck or discard pile for a card you must reveal the card chosen."

Glossary: Shuffle[]

When shuffling any number of cards into a deck, if you choose zero or if you are unable to choose any cards, you still shuffle that deck[]

To use, add {{Shuffling Zero Card Rule}}

When an effect says "Shuffle X into a/your/its owner's deck", if there are no eligible X, or if zero cards is an valid choice, you still shuffle that deck. You just don't put any cards in it.

If the state of that deck is already unknown, i.e. no players were able to check or stack cards in that deck since the last time it was shuffled, technically, you don't have to shuffle it, although other players may ask you to still do it, just in case.

History:

  • Customer support answer:
Aeg answer

Glossary: Starting[]

A minion's starting power or base's starting breakpoint is the value of that minion's power or that base's breakpoint before being modified by other abilities; it's usually their printed value, but not always[]

To use, add {{Starting Meaning Rule}}

History:

  • What Were We Thinking?: Page 11, definition of "starting", "The power of a minion or breakpoint of a base before being modified by other abilities. Normally this is the number printed on the minion or base, but some cards can change it."
  • What Were We Thinking?: Page 12, clarification of "Turn Up to 11", "Monsters etc. still affect the breakpoint after the change to the starting breakpoint."
  • The Bigger Geekier Box: Page 12, "1. The printed value is the number printed on it, unless an ability specifically changes it."
  • The Bigger Geekier Box: Page 12, "2. The starting value is the printed value, unless an ability resets it to a specific number."

Glossary: To[]

When a card says "Do X to do Y" or "You may do X to do Y", you need to completely do the effect stated as "X" before you do the effect stated as "Y"[]

To use, add {{Do X To Do Y Rule}}

These are abilities that allow you to do one thing (X), then if you succeeded, you must do a second thing (Y). If you fail to do X, you cannot do Y.

On the other hand, that relationship is not reversible, i.e. if you cannot do Y, this doesn't undo X; you can do X even if you fail to do Y after that.

History:

  • Monster Smash: Page 11, definition of "to", "With these cards, you must do the first thing successfully in order to be allowed to do the second thing."
  • The Bigger Geekier Box: Page 12, "If X does not fully occur, you cannot do Y."
  • The Bigger Geekier Box: Page 17, clarification of "Dangerous Ground", "Other players cannot play a minion here unless they first discard a card."
  • Smash Up: Marvel: Page 6, "If an ability has multiple effects, they are resolved in the order they appear on the card. If the effects are ordered in a dependent way – e.g. “Do X to do Y”, “You may do X; if you do, do Y” – then if X is not resolved for any reason, Y is not resolved. (For example, if for Sonic Shockwave you target Hawkeye on Avengers Tower, you do not gain 1VP since Hawkeye isn’t destroyed.)"

When a card says "Do X to do Y" or "You may do X to do Y", if effect "X" cannot be done completely for any reason, you can't do either "X" or "Y"[]

To use, add {{Do X To Do Y Completeness Rule}}

With "Do X to do Y" abilities, if you cannot completely do X, you don't do any X!

This rule is in direct contradiction with the fact that you should do as much of an ability as possible. For example, if you play an ability that says "Discard three cards" and you have fewer to discard, you discard as many as you can, i.e. all the cards. On the other hand, if the ability said "Discard three cards to do Y" and you also have fewer to discard, you don't discard any!

History:

  • Monster Smash: Page 11, definition of "to", "If the first thing gets thwarted for any reason (e.g., you try to destroy a minion that can’t be destroyed), then you can’t do the second thing, either."
  • Pretty Pretty Smash Up: Page 11, definition of "to", "With these cards, if X gets thwarted for any reason (e.g., you don’t have enough cards in hand), then you can’t do any of X, or Y, either."
  • The Bigger Geekier Box: Page 12, "If you can’t do all of X, then you are not allowed do part of it, (for example, discarding some cards lower than the amount you were supposed to); and if X does not fully occur, you cannot do Y."

When a card says "Do X to do Y" or "You may do X to do Y", doing X is optional in both cases[]

To use, add {{Optional Do X To Do Y Rule}}

This rule never made it anywhere in the official rules, but the person who ruled it is an official AEG representative who works on the game.

History:


When one card makes you do X and you happen to have another card that says "Do X to do Y" or "You may do X to do Y", you cannot have that same X count for that other card[]

To use, add {{Other Card Doing X Rule}}

History:

  • The Bigger Geekier Box: Page 11, definition of "to", "If two or more cards tell you to do X to make something else happen, you cannot have that same X count for multiple cards."
  • Smash Up: Disney Edition: Page 12, definition of "to", "If you do X for one card, it does not count for a different card that requires X; you have to do X a separate time for each “to” ability"

When a card says "Do X to do Y" or "You may do X to do Y", if you do X, then you must do Y; not being able to do Y doesn't undo X[]

To use, add {{You Do X So You Do Y Rule}}

History:

  • The Bigger Geekier Box: Page 12, "If an ability lists multiple effects conditionally (examples: “If X, Y” or “Do X to do Y” or “When X, Y” or “Each time X, Y” or “After X, Y”), then if you do X, you must do Y."

Glossary: Until[]

An effect “until Y” lasts until Y even if the card that caused it leaves play or moves away, or even if any precondition stops being true[]

To use, add {{Until Y Rule}}

Two variants of this wording commonly exists in the game: "Until the end of the turn" and "Until the start of your next turn". A very uncommon wording is "Until the end of your turn".

Whichever the case may be, once such an effect is applied, it will persist no matter what the stated deadline. Not even removing the card that gave that effect, cancelling its ability or even changing control of it will change that!

This seems obvious for standard actions. For example, if you apply It’s Blitzin’ Time! on a minion, that minion will keep the +3 power until the end of the turn even though the action is discarded after use. On the other hand, this is also true for minions, if you play Mr. Grumpers and apply its ability to a different minion, that minion will keep the -2 power until the end of the turn even if Mr. Grumpers is destroyed before the end of that turn or given control to another player! Similarly, if you apply High-Speed Chase to a minion, that minion will keep the +3 power until the end of the turn even if High-Speed Chase is transferred to another base or is destroyed!

For an "Until the start of your next turn" example, if you use Mind Lady's talent, no matter what happens to Mind Lady before the start of your next turn, the cancellation will persist. Mind Lady could be destroyed, be taken control of or have its ability cancelled, the original cancellation ability will still remain and will only expire at the start of your next turn!

However, note that if the "Until Y" effect is applied to a target card and that target card is removed from the play, then of course the effect stops applying to that card because of the "#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."

History:

  • It’s Your Fault!: Page 12, clarification of "Mind Lady", "The cancelation lasts even if Mind Lady is no longer in play."
  • Cease and Desist: Page 12, clarification of "Solarshout", "Once triggered, the -2 power lasts even if it loses its ability (e.g. from The Touch)."
  • What Were We Thinking?: Page 12, clarification of "Group Hug", "The power boost is calculated once and does not change when more minions are there, or the minion moves."
  • That ’70s Expansion: Page 12, clarification of "High-Speed Chase, Rally", "The power boost is unchanged even if High-Speed Chase is destroyed, or other actions appear there."
  • The Bigger Geekier Box: Page 17, clarification of "Elf Help Guru", "This only affects cards in play, not those played later. The power boost does not change, no matter what happens to this card."
  • The Bigger Geekier Box: Page 18, clarification of "Glymmer", "The effects of this ability last until the start of your next turn even if Glymmer leaves play, and even if another player takes control of Glymmer and also uses its talent."
  • The Bigger Geekier Box: Page 21, clarification of "Copycat", "If the copied ability imposes conditions that last beyond the end of the turn (e.g., Mind Lady, Bruiser), then treat the effect the same way that you would if the original card were to leave play before its effects ended."
  • Oops, You Did It Again: Page 16, clarification of "Quick Draw", "The amount of power gained is determined when this card is played and does not change even if the minion’s dueling status changes."
  • World Tour: Culture Shock: Page 15, clarification of "Signs in the Stars", "If the top base card changes — because of this card’s controller using its talent, or another card’s ability, or another base scoring — the previous top base card’s ability stops being applied, but any of its effects that have already happened (e.g. “+2 power until the end of the turn”) are not undone."
  • Excellent Movies, Dudes!: Page 15, clarification of "Collateral Damage, All Out of Bubblegum, Ellen, Funkman, Gracie Brones, Lightning Strike, Slimy, Slo-Mo Attack, Warbro", "Abilities that have an effect “until Y” only affect cards currently in play, but their effect lasts until Y even if the card that caused it leaves play or moves away, or even if any precondition stops being true."

Abilities that say “Do X until Z” (e.g. “Each of your minions gains +1 power until the end of the turn”) only affect the cards currently in play, not those played after that ability triggers[]

To use, add {{Do X until Z Rule}}

There are several temporary effects, which have you affect cards in play but for a limited time. When the order of the wording has the effect before the deadline, the effect is only applied to cards in play at the time of application.

Any cards that are played after the moment of application are not affected.

Similarly, if the effect is tied to a particular base, cards that were on other bases at the time of application won't be affected either if they are moved to the targeted base. Conversely, cards that were on the targeted base at the time of application will still be affected if they are moved to other bases, until the deadline is met.

History:

  • Big in Japan: Page 12, clarification of "Bewitching Gal, Sakura Warrior", "The amount of reduction is calculated once, and does not change even if the number of minions there changes."
  • That ’70s Expansion: Page 13, clarification of "High-Speed Chase, Rally", "The power boost is unchanged even if High-Speed Chase is destroyed, or other actions appear there."
  • The Bigger Geekier Box: Page 12, "Abilities that say “Do X until Z” (e.g. “Each of your minions gains +1 power until the end of the turn”) only affect the cards currently in play, not those played after that ability triggers."
  • The Bigger Geekier Box: Page 16, clarification of "Form Mergacon", "This does not affect minions played after this card."
  • The Bigger Geekier Box: Page 16, clarification of "Good Habits", "This only affects minions currently in play, not those played later in the turn. This does affect monsters along with other minions."
  • The Bigger Geekier Box: Page 17, clarification of "Rampage", "Use the minion’s current power. If its power changes later in the turn, the breakpoint does not change further."
  • The Bigger Geekier Box: Page 17, clarification of "Elf Help Guru", "This only affects cards in play, not those played later. The power boost does not change, no matter what happens to this card."
  • The Bigger Geekier Box: Page 18, clarification of "We Will Rock You", "The power gain is calculated when this card is played, and does not change even if power counters on a card increase or decrease."
  • The Bigger Geekier Box: Page 19, clarification of "The Deep Ones", "It only affects minions currently in play, not those played later in the turn."
  • The Bigger Geekier Box: Page 19, clarification of "Rainbow Girl", "This does not affect minions played after this card."
  • The Bigger Geekier Box: Page 20, clarification of "That’s So Crazy...", "The +1 power only affects minions currently in play, not those played later in the turn. The same is true for ... It Just Might Work."
  • The Bigger Geekier Box: Page 20, clarification of "Jason", "This does not affect minions played after the first action of the turn."
  • The Bigger Geekier Box: Page 20, clarification of "Super Future Space Armor Power", "This does not affect minions played after this card."
  • The Bigger Geekier Box: Page 21, clarification of "Swashbuckling", "Its effects only apply to minions currently in play, not to minions played later in the turn."
  • The Bigger Geekier Box: Page 21, clarification of "Genetic Shift", "The first part of this ability only affects minions currently in play."
  • The Bigger Geekier Box: Page 22, clarification of "Counting Sheep", "The other player’s minion does not have to be at Counting Sheep’s base to trigger it. This card does not affect minions played after this card."
  • The Bigger Geekier Box: Page 24, clarification of "Group Hug", "The power boost is calculated once and does not change when more minions are there, or the minion moves."
  • The Bigger Geekier Box: Page 24, clarification of "Captain Amazing", "This does not affect minions played after this talent is used."
  • The Bigger Geekier Box: Page 24, clarification of "Justice Friends", "This does not affect minions played after this card."
  • The Bigger Geekier Box: Page 24, clarification of "Campaign", "This does not affect minions played after this card."
  • The Bigger Geekier Box: Page 24, clarification of "Frenzy", "This does not affect minions played after this card."
  • The Bigger Geekier Box: Page 24, clarification of "Cross Bow", "This does not affect minions played after this card."
  • The Bigger Geekier Box: Page 25, clarification of "The Con", "The power gain does not benefit the minion just played, or other minions played after it; but later minions played will cause their own additional power gain."

Abilities that say “Until Z do X” (e.g. “Until the end of the turn, cancel the abilities of all cards on the base”) do affect cards that are played or moved there later, and do not affect cards moved away[]

To use, add {{Until Z do X Rule}}

A rarer form of temporary effect than the above wording, but with very impactful differences.

When the order of the wording has the deadline before the effect, the effect works similarly to a "temporary" Ongoing effect that persists until the deadline is met. In other words, if you resolve an effect that says "Until Z do X", treat it like you're applying a virtual "Ongoing: Do X" ability that persists until Z.

The main differences of the "until Z do X" wording, when compared to the "do X until Z" wording, are:

  • Any cards that are played after the moment of application and before the deadline is met will be affected (provided that they are valid targets);
  • If the effect is tied to a particular base, cards that were on other bases at the time of application will be affected if they are moved to the targeted base before the deadline is met (provided that they are valid targets);
  • If the "until Z do X" effect is tied to a particular base, affected cards that were on the targeted base at the time of application stop being affected if they are moved to other bases.

Notable cards that use that wording:

  • Potion of Paralysis
  • King Candy: Character modifiers and +1 power counters counters later added or transferred to the chosen character won't have any effects. Character modifiers and +1 power counters counters on the chosen character that are later transferred elsewhere stop being affected by King Candy.
  • Wasabi
  • Chien Po: This protects your characters that are later played or moved to Chien Po's base. The protection is tied to Chien Po, so if it is moved elsewhere, the protection stops being applied on the former base and the new base is where the protection is now applied.
  • Hive Queen

History:

  • Smash Up: Munchkin: Page 12, clarification of "Potion of Paralysis", "This does not cancel the ability of the base, or of cards at other bases or in hands. It does cancel those of cards played to its base after it is played."
  • The Bigger Geekier Box: Page 12, "Abilities that say “Until Z do X” (e.g. “Until the end of the turn, cancel the abilities of all cards on the base”), and ongoing abilities with no time limit (e.g. “Ongoing: All yours minions here have +1 power”) do affect cards that are played or moved there later, and do not affect cards moved away."
  • Smash Up: Disney Edition: Page 13, clarification of "Chien Po", "The protection against effects extends to characters played after the protecting card, and follows the protecting card if it is moved."
  • Smash Up: Disney Edition: Page 15, clarification of "Wasabi", "If the number of power counters on it changes during the turn, so does the additional power."
  • Excellent Movies, Dudes!: Page 16, clarification of "Hive Queen", "The -1 power also applies to minions that are played or move to bases with an Egg Field."

Glossary: While[]

“While scoring” means any time during the Score Bases phase, from the moment the base is chosen to score until it is discarded and replaced by a new base[]

To use, add {{While Scoring Rule}}

History:

  • The Bigger Geekier Box: Page 11, definition of "while", "“While scoring” means any time during the Score Bases phase, from the moment the base is chosen to score until it is discarded and replaced by a new base."
  • The Bigger Geekier Box: Page 23, clarification of "Mindraker", "“While this base is scoring” means from the moment the base is chosen to score until its replacement base is played. While this card stops Specials from being played, it does not prevent Specials already in play from resolving."

Glossary: You[]

"You" on a minion, action or titan means the controller of the card[]

To use, add {{You On Minion Action Rule}}

Minions, actions and titans usually refer to a person as "you", that person is the player who has control of them, by default the player who played those cards. Even when the card is in imperative mood, a "you" is implied and also refers to that card's controller and only them, i.e. "Draw a card" means "You draw a card".

This is particularly the case for play-on-minion actions that refer to "you", those refer to their controller, regardless of whoever controls the minion!

Notable examples:

  • Infiltrate says "You may ignore this base’s ability", so only Infiltrate's controller may ignore the base's ability, not all players. Compare this to Jammed Signal.
  • Dancing Root says "All players shuffle their discard piles into their decks. Draw a card." Even though it makes all players do something, the only player who draws a card is Dancing Root's controller/player.
  • Smart Set-Up says "Play on another player’s minion. Ongoing: After the first time each turn a minion is played here, draw a card." It's Smart Set-Up's controller who draws the card, not the controller of the minion Smart Set-Up is played on.

Derived rule:

History:

  • Pretty Pretty Smash Up: Page 12, "“You” on a minion or action means the controller of the card."
  • Big in Japan: Page 13, "“You” on a minion, action, or titan means the controller of the card."
  • The Bigger Geekier Box: Page 11, definition of "you", "On a minion, action, or titan, “you” means the controller of the card."
  • The Bigger Geekier Box: Page 17, clarification of "Dancing Root", "All players shuffle their discard piles, but you are the only one who draws."
  • The Bigger Geekier Box: Page 22, clarification of "Black Sheep", "Black Sheep’s ability has it moved by its controller, so Little Bo Peep does not block the ability unless they have different controllers."

Playable Special cards can only be played by their current possessor[]

To use, add {{Playable Specials Rule}}

Cards that can be played through their Special ability can only be played by the player who physically has the card. As such, a Tenacious Z in the discard pile can only be played by the player who has it in their discard pile, or a titan out of play can only be played by the player who has it aside their deck.

There are no official rules on this, but that's the most logical course of action.


"Other players" on a minion, action or titan means everyone except the controller of the card[]

To use, add {{Other Players On Minion Action Rule}}

Minions, actions and titans sometimes refer to "other players". Those are the players that are not the player who has control of the cards. This is notably the case for play-on-minion actions that refer to "other players", those are the opponents of the action's controller, regardless of whoever controls the minion!

History:

Setup[]

Cards played during setup, with effects that happen at/last until the end of a turn/your turn, will have their effect happen at/last until the end of the first turn/your first turn[]

To use, add {{Cards Played During Setup Rule}}

During setup, bases are played and players draw cards for their starting hand. It is entirely possible for things to happen even before the game actually starts. This is the case for Moon Dumpster, which makes all players play a minion from their deck during setup if it appears at that time. If those minions have effects that happen on a particular turn or last until the end of a turn, they will apply on the first turn of the game.

History:


Setup is no turn[]

To use, add {{Setup Turn Rule}}

A follow-up to the previous situation. Cards played during setup do not count as having been played during the first turn. This is important for cards that care about having played other cards previously, e.g. Ninja Acolyte or Arcane Protector, those don't take into account any of the cards played during setup.

History:

Start Turn Phase[]

"At the start of your turn" means "during the Start Turn (phase 1) of each of your turns"[]

To use, add {{Start Turn Rule}}

"At the start of your turn" mainly appear in Ongoing, Special and base abilities. In all three cases, it means "during the Start Turn phase of each of your turns". In the case of Ongoing and Special abilites, those are restricted to the Start Turn phase of their controller's. And in the case of bases, it applies to the Start Turn phase of each player, but it's usually only relevant to the player who is the current player.

History:

  • Core Set: Page 4, "1. Crank It Up. Some abilities happen at the start of your turn. This is when that goes down."
  • Pretty Pretty Smash Up: Page 5, "1. Start Turn. Some abilities happen at the start of your turn. This is when that goes down."
  • The Bigger Geekier Box: Page 5, "1. Start Turn. Some abilities (and effects like Uncovering) happen at the start of your turn. This is the phase when it all happens."
  • Oops, You Did It Again: Page 6, "1. Start Turn. Some abilities (and effects like Uncovering) say they happen “at the start of your turn”."
  • Smash Up: Marvel: Page 5, "1. Start Turn. Some abilities talk about “the start of your turn.”"
  • Excellent Movies, Dudes!: Page 6, "1. Start Turn. This is the time for all things that happen “at the start of your turn”, both abilities, and rules like removing stasis counters."

If you do something during your Start Turn phase, it is still the start of your turn[]

To use, add {{Start Turn Resolution Rule}}

The Start of a turn is a whole phase, not a discrete moment, which only ends when the current player decides to move on to its Play Cards phase.

This is especially important for the Killer Plants as they have several abilities that trigger at the start of the turn. As such, at the start of the Killer Plant player's turn, if, for example, they have a Water Lily in play, resolving its ability (i.e. drawing a card) doesn't automatically end the start of their turn. After drawing their card, it is still their Start Turn phase, and if there are other cards that trigger at the start of their turn, they must resolve them. Only once they have done so and once they state they are done with their Start Turn phase, do they move on to their Play Cards phase.

History:

  • Core Set: Page 4, "1. Crank It Up. Some abilities happen at the start of your turn. This is when that goes down."
  • Pretty Pretty Smash Up: Page 5, "1. Start Turn. Some abilities happen at the start of your turn. This is when that goes down."
  • The Bigger Geekier Box: Page 5, "1. Start Turn. Some abilities (and effects like Uncovering) happen at the start of your turn. This is the phase when it all happens. And we mean all: every ability of a card in play (or special in hand) that says “at the start of your turn” can happen here, not just the first one."
  • The Bigger Geekier Box: Page 19, clarification of "Water Lily", "If you get this using Sprout’s ability, you can use Water Lily’s ability immediately since it is still the Start Turn phase."
  • Oops, You Did It Again: Page 6, "1. Start Turn. Some abilities (and effects like Uncovering) say they happen “at the start of your turn”. This phase is when they all can happen — not just the first one."
  • Smash Up: Marvel: Page 5, "1. Start Turn. Some abilities talk about “the start of your turn.” This is the phase when they can all happen — not just the first one."
  • Excellent Movies, Dudes!: Page 6, "1. Start Turn. This is the time for all things that happen “at the start of your turn”, both abilities, and rules like removing stasis counters."

Score Bases Phase[]

Outside the Score Bases phase, it doesn't matter how much power each player has on each base, they will only score if they meet the requirement during the Score Bases phase, and the Score Bases phase only[]

To use, add {{Base Scoring Rule}}

The aim of the game is gaining VPs by scoring bases and a base scores when the total power on it is more than or equal to its breakpoint. But, you only check for that during the Score Bases phase of a turn.

During any other phase, if the total power on a base reaches or surpasses its breakpoint, you do not score it. You'll have to wait until the next Score Bases phase and check again if the total power is enough to score the base.

Another important point. During the course of a turn, it doesn't matter how much power each player has on each base at all, a base will only score if it meets the requirement during the Score Bases phase, and that phase only. For example, during your turn, if you play a power-5 Ninja Master, bringing the total power on the base above its breakpoint, but then destroy a minion so the total power drops below it, it won't score.

History:

  • Core Set: Page 4, "3. Check for Scoring. After you are done playing cards, check to see whether any bases are ready to score."
  • Core Set: Page 12, "After you are done playing minions and actions, if the total power of all minions meets or exceeds a base's breakpoint, that base scores."
  • Pretty Pretty Smash Up: Page 5, "3. Score Bases. After you are done playing cards, check to see whether any bases are ready to score."
  • Big in Japan: Page 16, "After you are done playing minions and actions, if the total power of all players meets or exceeds a base's breakpoint, that base scores."
  • The Bigger Geekier Box: Page 5, "3. Score Bases. This is the only time when bases are scored. If a base’s power meets or exceeds its breakpoint at other points of a turn, you still have to wait until the next Score Bases phase to do anything about it."
  • The Bigger Geekier Box: Page 6, "Bases only score during the Score Bases phase of a turn; they never score in the middle of a turn. If the total power of all cards on a base equals or exceeds the base’s breakpoint, that base is eligible to score at this time."
  • The Bigger Geekier Box: Page 6, "Now that the base is done scoring, check to see if another base is ready to be scored. Score it too, the same way. Since scoring a base can (and often does) change conditions on other bases, you always re-evaluate whether any bases are ready to score after completely finishing a base’s scoring process."
  • World Tour: International Incident: Page 20, "After you are done playing minions and actions, if the total power on a base meets or exceeds its breakpoint, that base scores."

A base is ready to score if the total power on that base is higher or equal to its breakpoint during the Score Bases phase[]

To use, add {{Ready To Score Rule}}

The aim of the game is gaining VPs by scoring bases and a base scores when the total power on it is more than or equal to its breakpoint. But, you only check for that during the Score Bases phase of a turn.

During any other phase, if the total power on a base reaches or surpasses its breakpoint, you do not score it. You'll have to wait until the next Score Bases phase and check again if the total power is enough to score the base.

Another important point. During the course of a turn, it doesn't matter how much power each player has on each base at all, a base will only score if it meets the requirement during the Score Bases phase, and that phase only. For example, during your turn, if you play a power-5 Ninja Master, bringing the total power on the base above its breakpoint, but then destroy a minion so the total power drops below it, it won't score.

History:

  • Core Set: Page 6, "Score a base if the total power of all minions on that base equals or exceeds the base’s breakpoint."
  • Core Set: Page 12, "After you are done playing minions and actions, if the total power of all minions meets or exceeds a base's breakpoint, that base scores."
  • Cease and Desist: Page 7, "Score a base during the Score Bases phase if the total power of all minions on that base equals or exceeds the base’s breakpoint."
  • Big in Japan: Page 8, "Score a base during the Score Bases phase if the total power of all cards on that base equals or exceeds the base’s breakpoint."
  • Big in Japan: Page 16, "After you are done playing minions and actions, if the total power of all players meets or exceeds a base's breakpoint, that base scores."
  • The Bigger Geekier Box: Page 5, "3. Score Bases. This is the only time when bases are scored. If a base’s power meets or exceeds its breakpoint at other points of a turn, you still have to wait until the next Score Bases phase to do anything about it."
  • The Bigger Geekier Box: Page 6, "Bases only score during the Score Bases phase of a turn; they never score in the middle of a turn. If the total power of all cards on a base equals or exceeds the base’s breakpoint, that base is eligible to score at this time."
  • World Tour: International Incident: Page 8, "Score a base during the Score Bases phase if the total power of all cards on that base equals or exceeds the base’s breakpoint."
  • World Tour: International Incident: Page 20, "After you are done playing minions and actions, if the total power on a base meets or exceeds its breakpoint, that base scores."

The chosen base is scored regardless of how much power is still left on it after the before-scoring step[]

To use, add {{Chosen Base Keeps Scoring Rule}}

Once a base has been chosen to score, you have to go through its scoring even if a before-scoring ability changes how much total power is on the base.

For example, if a player plays Live and Let Chum, destroys a minion of power 3 or less on the scoring base and drops the total power there below the breakpoint, you still continue the scoring.

Exception:

Currently, there are only two things that can prevent a base from scoring even after it's been chosen to score: replacing the base with another one (e.g. Terraforming, Burn It Down, etc. Exception: Unicrave) and playing Stasis Field on it. While all these cards cannot normally be played outside the Score Bases phase, they can when played with Mole, Lightning Rescue!, etc.

History:

  • Core Set: Page 6, "When a base has been chosen to score, each player first gets to use any Special abilities that happen “before” the base scores. If the total power on a base drops below its breakpoint, you still finish scoring the base."
  • Pretty Pretty Smash Up: Page 7, "When a base has been chosen to score, each player first gets to use any Special abilities that happen “before” the base scores. If the total power on a base drops below its breakpoint after it is chosen, you still finish scoring the base."
  • The Bigger Geekier Box: Page 6, "After a base has been chosen to score, players may use abilities that happen “before” the base scores. Even if these abilities drop the total power on the base below its breakpoint, you still finish scoring that base."
  • Smash Up: Marvel: Page 6, "Once a base has been chosen to score, nothing can stop it. Even if the total power is reduced to below the base’s breakpoint, you still keep scoring."

"Before a base scores" means during the before-scoring step of any turn, the base being the one chosen to score[]

To use, add {{Before A Base Scores Rule}}

"Before a/this base scores" abilities are only useable when a base has been chosen to score and before that base's VPs are distributed.

History:

  • Core Set: Page 6, "When a base has been chosen to score, each player first gets to use any Special abilities that happen “before” the base scores."
  • Smash Up: Munchkin: Page 9, "Scoring order", "3. Players may play and/or invoke any “Before scoring” special abilities."
  • Big in Japan: Page 8, "After a base has been chosen to score, players may use abilities that happen “before” the base scores."
  • Big in Japan: Page 9, "Scoring order", "3. Players may play and/or invoke any “Before scoring” abilities."
  • The Bigger Geekier Box: Page 9, definition of "Before a Base Scores", "After a base has been chosen to be scored, but before VPs have been awarded.

Abilities that say "Before/When/After this base scores" can only be activated if the card is on the scoring base, if the card is attached to a minion on the scoring base or if the card is the scoring base itself[]

To use, add {{This Base Scores Rule}}

If the card that mentions "Before/When/After this base scores" is:

  • A minion: It means the base where it is.
  • A play-on-base action: It means the base where it is.
  • A play-on-minion action: It means the base where its minion is.
  • A titan: It means the base where it is.
  • A base: That very same base.

Note that this implies that for an ability that says "Before/When/After this base scores" to make any sense, the card with that ability needs to already be in play! So a card with such an ability only work if the card is already in play and therefore cannot be played as Specials during the Score Bases phase!

History:

  • The Bigger Geekier Box: Page 11, definition of "this", "“This” usually refers to the card itself. If it refers to a different type of card (e.g., a minion with the text “this base”), then it means the card of that type that it is played on; in such cases, “this” has no meaning on a card that is not in play."

If a scoring base leaves play before VPs are awarded, stop scoring it immediately[]

To use, add {{Removed Scoring Base Rule}}

During the before-scoring base, it is possible to use a combination of cards that allow you to remove the scoring base, e.g. Mole + Not in Kansas. If this happens, stop the scoring of that base immediately. This is an exception to the usual rule that the chosen base is scored regardless of how much power is still left on it after the before-scoring step!

History:

  • https://boardgamegeek.com/article/22359274#22359274
  • The Bigger Geekier Box: Page 6, "If a scoring base leaves play before VPs are awarded (usually because it is replaced by another base), stop scoring it immediately, since the base that was scoring is now gone. Then evaluate the bases on the table to see if any are eligible to score—which may include the replacement base!"

"When scoring" means at the time VP rewards are distributed[]

To use, add {{When A Base Scores Rule}}

When an ability happens "when a/this base scores", it happens during the step where the VP rewards of that base are handed out, so after any before-scoring abilities are resolved and before any after-scoring abilities can be invoked/played.

History:

  • Pretty Pretty Smash Up: Page 7, "Dispense VP tokens in the appropriate amounts to everyone who scored. Special abilities that happen “when” a base scores may change how this happens."
  • Smash Up: Munchkin: Page 9, "Scoring Order", "4. VPs are awarded according to the current power totals. “When scoring” abilities may trigger now or in the next step."
  • It’s Your Fault!: Page 8, "Scoring Order", "4. VPs are awarded according to the current power totals. “When scoring” abilities may trigger now."
  • The Bigger Geekier Box: Page 11, definition of "when", "“When scoring” means at the time VP rewards are distributed."

VPs are awarded according to the current power totals[]

To use, add {{Power And VP Reward Rule}}

When a base is chosen to score, it's common for before-scoring ability to affect the cards (and therefore total power) each player has on that base. If that happens, players will get VPs based on their current total power, not the total power they had when the base was chosen to score. So, yeah, before-scoring abilities are very strong!

History:

  • Smash Up: Munchkin: Page 9, "Scoring Order", "4. VPs are awarded according to the current power totals."

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

To use, add {{VP Reward Eligibility Rule}}

There are two possible conditions to be eligible for the VP reward when a base scores. Each player must meet at least one of the two conditions to be eligible:

  • Having at least one minion on the scoring base, even if that one minion has a power of 0.
  • Having at least 1 total power on the scoring base, even in the absence of a minion.

For example:

  • If a player only has a power-0 Worker, they can still receive the VP reward if 0 is among the top three total power on the scoring base.
  • If a player has just 2 total power thanks to Stomp, they can still receive the VP reward if 2 is among the top three total power on the scoring base.
  • If a player gets 2 total power from Juice Bar for playing a Special while having a minion but lose their minion before the base has finished scoring, they still retain the 2 total power and can still receive the VP reward if 2 is among the top three total power on the scoring base, even in the absence of any cards on the base!
  • If a player only has a titan on a scoring base, it's not enough to be eligible for the VP reward. But if that titan gives the player at least 1 total power, then that player becomes eligible.

History:

  • Core Set: Page 6, "You must have at least one minion on a base to get victory points."
  • Big in Japan: Page 7, "The Kaiju faction has actions with power, and bases that grant power. This power counts both toward breaking the base and toward earning VP rewards, even if the player has no actual minion cards there. This is a new rule for Smash Up: you must have either at least one minion or 1 power at a base to receive VP rewards."
  • Big in Japan: Page 8, "You must have at least one minion or 1 power on a base to get victory points."
  • The Bigger Geekier Box: Page 6, "To earn victory points, you must have at least one minion on that base (even if it’s worth 0 power) or a card that gives you at least 1 power there (even if it’s not a minion)."
  • The Bigger Geekier Box: Page 8, "Some actions have inherent power, and some bases grant power. This power counts both toward breaking the base and toward earning VP rewards, even if the player has no minions present there."
  • The Bigger Geekier Box: Page 14, "You no longer need a minion on a base to receive VP rewards; if you have power there by some other means, that qualifies you to earn rewards."
  • Smash Up: Marvel: Page 7, "You must have at least one character or 1 power on a base to get victory points. A character with 0 power can earn VPs if zero is one of the three highest power totals."

The player with the most power on a base is the winner[]

To use, add {{Base Winner Meaning Rule}}

It is entirely possible for several players to tie for the most power on a base. In that case, they are all considered as winners.

History:

  • Core Set: Page 6, "The player with the most power on a base is the winner!"
  • Core Set: Page 12, "The player with the highest power at that base is the winner."
  • Pretty Pretty Smash Up: Page 7, "The players with the highest, the 2nd highest, and 3rd highest power on a base are the winner, runner up, and third place!"

VP rewards are never reduced below zero[]

To use, add {{VP Reward Reduction Limit Rule}}

History:

  • The Bigger Geekier Box: Page 12, "Minion power, base breakpoint, and VP rewards can never be reduced below zero."

During the Score Bases step where the cards are discarded, all the cards on the scored base are discarded simultaneously[]

To use, add {{After Scoring Discard All Cards Rule}}

After a base has been scored and all players have played/invoked after-scoring abilites, it is time to replace the base. All the cards still on the scoring base are discarded. This happens simultaneously for all the cards on the base and their attachments; the current player does not decide the order.

History:

  • The Bigger Geekier Box: Page 6, "After that, all cards still on that base go to their respective discard piles simultaneously."
  • Oops, You Did It Again: Page 9, "Then all cards still on that base go to their respective discard piles simultaneously."

During the Score Bases step where the cards are discarded, all the cards on the scored base are discarded simultaneously. That's when the cards with "instead of the discard pile" are resolved[]

To use, add {{Discard All Cards Step Rule}}

Several after-scoring cards do things "instead of the discard pile", e.g. First Mate, Scout, etc. Those must be actually be played/invoked during the after-scoring step. Then once the after-scoring step is done, all cards on the scoring base are discarded. That's when the "instead of the discard pile" abilities are actually resolved. Think of it as "do X instead of the discard pile" meaning "from now one, if the card would go to the discard pile, do X instead".

For example, a base with a First Mate is chosen to score, after the VPs are awarded, First Mate's controller can invoke First Mate's Special ability, but First Mate won't move immediately. It remains on the scoring ready to be moved if it would go to the discard pile. When all after-scoring abilities are done, cards on the scoring base are discarded and since First Mate is to be discarded, its ability resolves and it is moved. This is important because it explains why Flocks cannot follow First Mates after scoring since they are discarded at the same time as the First Mates move.

History:

  • Core Set: Page 6, "Then all cards still on that base go to their owners’ discard piles. This does not destroy them, but might trigger abilities that happen when they go to the discard pile."
  • Smash Up: Munchkin: Page 9, "6. Players may play and/or invoke any “After scoring” special abilities. This may affect steps 7-9."
  • Smash Up: Munchkin: Page 9, "7. All cards on the base are discarded"
  • The Bigger Geekier Box: Page 6, "After that, all cards still on that base go to their respective discard piles simultaneously. When these cards go to the discard pile, this might trigger abilities."
  • The Bigger Geekier Box: Page 22, clarification of "Flock", "This cannot follow minions that move after a base scores."
  • Oops, You Did It Again: Page 9, "After awarding points, players can use abilities that happen “after” a base scores, in the same order described under “Me First”. Then all cards still on that base go to their respective discard piles simultaneously. Going to the discard pile after scoring is not the same as being destroyed; however, it still might trigger other abilities."

Base abilities that start with "The winner..." are to be treated as "after this base scores" abilities[]

To use, add {{Bases Saying The Winner Rule}}

Usually bases that mention the winner are "After this base scores, the winner does X" or sometimes "When this base scores, the winner does X", but a few of them, especially in the early sets, simply say "The winner does X". Timing-wise, it makes the most sense if those are treated as "After this base scores, the winner does X", i.e. they can only be invoked during the after-scoring steps (even if they have a later effect) and not at any time of the current turn as the winner wants. For example, if Inventor’s Salon scores, the winner will be unable to retrieve one of their action that's currently on Inventor’s Salon; they cannot choose to retrieve an action whenever they want during that Score Bases phase.

History:

  • The Bigger Geekier Box: Page 25, clarification of "Inventor’s Salon", "The winner takes the action card before discarding any actions played on Inventor’s Salon."

You can only invoke/play "after scoring" abilities during the after-scoring step, even though they may have an effect later[]

To use, add {{After A Base Scores Rule}}

"After a/this base scores" abilities are only useable after a scoring base's VPs have been distributed and before the cards on the base are discarded. Those don't necessarily have an immediate effect! They must still be played/invoked during that time frame, but their effects may only be resolved later:

  • "After a/this base scores" abilities that have an "instead of the discard pile" effect only take effect when the card on the scoring base are all discarded.
  • "After a/this base scores" abilities that allow you to decide how the next base will be chosen only take effect when it's time to draw the next base.
  • "After a/this base scores" abilities that allow you to do something on the base that replaces the scoring base only take effect after the new base comes into play.

History:

  • Core Set: Page 6, "After scoring, players can use Special abilities that happen “after” a base scores."
  • Smash Up: Munchkin: Page 9, "Scoring order", "6. Players may play and/or invoke any “After scoring” special abilities."
  • Big in Japan: Page 9, "After scoring, players can use abilities that happen “after” a base scores."
  • Big in Japan: Page 9, "Scoring order", "5. Players may play and/or invoke any “After scoring” abilities."
  • The Bigger Geekier Box: Page 9, definition of "after", "After a base scores” means after the VP are awarded, not after the new base is chosen."
  • Smash Up: Marvel: Page 7, "After awarding points, players can use abilities that happen “after” a base scores, in the same order described under “Me First”. They are carried out immediately if possible, but they may need to wait until conditions allow it (e.g. if it affects how the next base is chosen)."

After scoring, all cards still on that base go to their owners’ discard piles. This does not destroy them[]

To use, add {{Discard Is Not Destroy Rule}}

After a base has scored, you can play or invoke after-scoring abilities and then all the cards on the scored base go to their respective discard pile. This does not count as a destruction and therefore would not grant any benefits from destroyed minions or actions (e.g. Cave of Shinies, Chum, The Count,...)

History:

  • Core Set: Page 6, "Then all cards still on that base go to their owners’ discard piles. This does not destroy them, but might trigger abilities that happen when they go to the discard pile."
  • The Bigger Geekier Box: Page 6, "Going to the discard pile after scoring is not the same as being destroyed, but it does count as leaving play."
  • Oops, You Did It Again: Page 9, "Going to the discard pile after scoring is not the same as being destroyed; however, it still might trigger other abilities."

After you are done with the scoring of a base, check if any of the remaining bases are ready to score[]

To use, add {{After Scoring Check Again Rule}}

It's possible for several bases to score on the same turn. So after you are done scoring a base, check all the remaining bases to see if another one is also eligible for scoring and score it too!

History:

  • Core Set: Page 6, "Check to see if another base is ready to be scored. Score it too, the same way."
  • Core Set: Page 12, "Check to see whether any bases can be scored. If they can, score them."

After scoring, if several methods allow you to decide how the replacement base is chosen, the current player chooses which one takes precedence; the other methods are ignored[]

To use, add {{Next Base Priority Rule}}

A few abilities allow you to decide how the replacement base is chosen after a base has been scored. If those abilities conflict with one another, the current player decides which one takes precedence. Only that method will be resolved; all other methods are ignored.

Note that effects are resolved entirely, so even if a method is ignored, the rest of the ability is still resolved, for example,

History:

  • What Were We Thinking?: Page 12, clarification of "Lost Cities", "Even if a different ability chooses the next base, Lost Cities can still let you play a minion on it."
  • Oops, You Did It Again: Page 9, "If players tie for use of a base’s ability, they each get to use it, starting with the current player and going clockwise. If using it twice doesn’t make sense (e.g. choosing the next base), then only the first player gets to use it."
  • World Tour: Culture Shock: Page 15, clarification of "Island Chain", "If this and other abilities (e.g. Time Is Fleeting) give alternate ways to choose the next base, the current player chooses just one of them to invoke."

Draw 2 Cards Phase[]

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[]

To use, add {{Discard Down To 10 Rule}}

You only discard down to 10 on your Draw 2 Cards phase after drawing the two cards. At any other point in the game, if you manage to have more than 10 cards in your hand, you don't discard down to 10.

In particular, if a card allows you to draw a card at the end of your turn and you already have 10 cards in hand, you don't discard down to 10 again because it's no longer your Draw 2 Cards phase, so you'll actually end your turn with more than 10 cards and that's permitted!

History:

  • Core Set: Page 4, "4. Draw 2 Cards. Just what it says. The maximum number of cards you can have in your hand at this time is 10. If you have more than 10 after drawing, discard down to 10."
  • The Bigger Geekier Box: Page 17, clarification of "Missing Uplink", "The end of the turn is after the Draw Two Cards phase, so you don’t check for hand size after Missing Uplink’s draw."
  • Oops, You Did It Again: Page 6, "4. Draw 2 Cards. After drawing, the maximum number of cards you can have in your hand is 10. If you have more, discard down to 10. If your hand is bigger than 10 at other times of the game, that’s OK: you wait until now to discard down."

End Turn Phase[]

"The end of the turn" means "the End Turn (phase 5) of the current turn" for deadlines and one-time effects that happen at that time, or "the End Turn (phase 5) of each turn" for the rest[]

To use, add {{End Turn Rule}}

Abilities that do something "at the end of the turn" will only resolve:

Abilities that expire "at the end of the turn" will expire at the end of the current turn.

For example, Critter Coach and Critter Champion will only attempt to recall their extra minions at the end of the turn they were played and won't try again in case you manage to keep the minion in play. On the other hand, if you play Assassination on an indestructible minion, Assassination will attempt to destroy that minion at the end of each turn, just in case it becomes destructible later.

History:

  • Core Set: Page 4, "5. Shut It Down. Anything that happens at the end of the turn happens here."
  • Pretty Pretty Smash Up: Page 5, "5. End Turn. Anything that happens at the end of the turn happens here."
  • The Bigger Geekier Box: Page 9, definition of "end of a turn", "The phrase “end of the turn” means the end of the current player’s turn."
  • The Bigger Geekier Box: Page 17, clarification of "Missing Uplink", "The end of the turn is after the Draw Two Cards phase, so you don’t check for hand size after Missing Uplink’s draw."
  • Oops, You Did It Again: Page 7, "5. End Turn. Things that happen now (like destroying a minion or drawing a card) happen first; if there is more than one, the current player chooses their order. After that, all abilities that expire now (like “+1 power until the end of the turn”) expire at the same time."

Abilities that expire at the end of the turn expire simultaneously after all end-of-turn abilities are resolved[]

To use, add {{End Turn Expiration Rule}}

At the end of a turn, two kinds of things can happen:

The first ones happen first in an order decided by the current player. Then, the last ones expire all at the same time; there is no order to decide.

History:

  • Oops, You Did It Again: Page 7, "5. End Turn. Things that happen now (like destroying a minion or drawing a card) happen first; if there is more than one, the current player chooses their order. After that, all abilities that expire now (like “+1 power until the end of the turn”) expire at the same time."
  • The Bigger Geekier Box: Page 19, clarification of "Weed Eater", "Its power goes back up to 5 after the end of the turn in which it is played."

Unless otherwise stated (on the card or in the rules), the effects of an ability expire at the end of the turn[]

To use, add {{Default Expiration Rule}}

History:

  • The Bigger Geekier Box: Page 12, "Unless otherwise stated (on the card or in the rules), the effects of an ability expire at the end of the turn."
  • The Bigger Geekier Box: Page 18, clarification of "Non-Infinite Loop", "This ability expires at the end of the turn, so if you play an action on a base or minion and it doesn’t go to the discard pile during that turn, you cannot return that action to your hand when it leaves play."
  • The Bigger Geekier Box: Page 19, clarification of "Overgrowth", "If Overgrowth is destroyed during your turn, the breakpoint change still lasts until the end of the turn."
  • The Bigger Geekier Box: Page 20, clarification of "Things Best Not Known", "The power boost lasts until the end of the turn."
  • The Bigger Geekier Box: Page 23, clarification of "Hideout", "If Hideout cancels the effects of an Ongoing ability, the cancelation lasts until the end of the current turn."

"The end of your turn" means "the End Turn (phase 5) of the current turn" for deadlines if you're the current player, "the End Turn (phase 5) of your upcoming turn" for deadlines if you're not the current player, or "the End Turn (phase 5) of each of your turns" for effects that happen at that time[]

To use, add {{End Your Turn Rule}}

Abilities that do something "at the end of your turn" (e.g. Difference Engine, Foot of the King) will resolve at the end of each of your turns.

Abilities that expire "at the end of your turn" (e.g. Augmentation, Howl) will expire at the end of the current turn if you are the current player, or the end of your upcoming turn if you are not.

History:

  • The Bigger Geekier Box: Page 9, definition of "“end of a turn", "end of your turn” means the end of your current turn if you are the current player, or the end of your upcoming turn if you are not the current player."
  • The Bigger Geekier Box: Page 17, clarification of "Augmentation", "If played during another player’s turn, the effects last until the end of your next turn."

At the end of any turn that someone reaches 15 VP, the player with the most victory points wins. If there is a tie for the most, keep playing turns until there isn’t[]

To use, add {{End Game Condition Rule}}

When a player reached or exceeded 15 VP, you must still wait until the end of a turn to check for their victory. This is especially important if bases are left to score.

This also means that if a player has reached the winning the condition at the end of a turn, the game ends immediately; you don't end the "round" of turns, so it's possible that not all players will have played the same number of turns.

Derived rule:

  • At the end of a turn, anything that happens at the end of the turn happens here. Then check to see if any players have 15 or more victory points

History:

  • Core Set: Page 7, "At the end of any turn that someone reaches 15 VP, the player with the most victory points wins. If there is a tie for the most, keep playing turns until there isn’t."
  • Core Set: Page 12, "When a player has 15 or more victory points at the end of a turn, he or she wins. If two or more players have more than 15 VP, the one with the most victrory(sic) points wins. In case of a tie, play another turn."
  • Pretty Pretty Smash Up: Page 5, "5. End Turn. Anything that happens at the end of the turn happens here. Then check to see if any players have 15 or more victory points. If so, see Game Over, Man! on page 8. Otherwise play passes to the player on the left."
  • Cease and Desist: Page 16, "When one or more players have 15 or more victory points just before a turn ends, the one with the most victory points wins. In case of a tie, play another turn."
  • The Bigger Geekier Box: Page 6, "At the end of each turn, everyone checks their VP totals. If anyone has 15 VP or more, then the player with the most VP wins the game! If there is a tie for the most VP, keep playing turns until there isn’t."
  • Oops, You Did It Again: Page 7, "5. End Turn. Finally, check to see if any players have 15 or more victory points. If so, see Game Over, Man! on p. 9. Otherwise the turn is over and play passes to the player on the left."
  • Smash Up: Disney Edition: Page 7, "If a player has 15 or more Victory Points in the middle of a turn, the game does not end yet, but continues until playing, scoring, and drawing are completed for that turn. It is only in the End Turn phase that a winner is determined."

Mechanics: Madness Cards[]

The current possessor or controller of each Madness card is treated as its owner as well[]

To use, add {{Madness Owner Rule}}

While the owner of a card is defined as the player who had it in their deck at the start of the game, Madness cards are an exception to this. This don't start with any owner, but as soon as they leave the Madness deck, each Madness card's owner is:

  • Any player who has it in their hand/deck/discard pile.
  • Any player who plays it.
  • Any player who has it as one of their buried cards.
  • Any player who has it as one of their cards in stasis.
  • Any player who has it stored under one of their cards.

In particular, if you play a Madness card out of another player's hand/deck/discard pile, you instantly become that Madness card's owner, and so you will have to discard it to your discard pile if you choose to draw two cards!

History:

  • The Bigger Geekier Box: Page 7, "The current controller of each Madness card is treated as its owner as well."
  • World Tour: Culture Shock: Page 15, clarification of "Mboro Hornet, Onini the Python", "Playing or discarding madness cards doesn’t count for these since the controller of a madness card is also considered its owner."
  • Excellent Movies, Dudes!: Page 11, "Madness cards in stasis at the end of the game still count against your �nal score."
  • Excellent Movies, Dudes!: Page 11, "Madness cards in storage at the end of the game still count against your �nal score."

If an ability tells you to discard a Madness card, it goes to your discard pile, not back to the Madness deck[]

To use, add {{Discarding Madness Rule}}

A few cards tell you to discard a Madness card, e.g. Madness Unleashed, Professor or Power of Madness. While it's tempting to place it back into the Madness deck, you actually must place them in your actual discard pile.

Similarly, if an ability tells you to discard any card and you just so happen to choose a Madness card to discard, it goes into your discard pile, not the Madness deck.

This can also be understandable if you consider that:

History:

  • The Obligatory Cthulhu Set: Page 12, "Madness cards that you discard go to your discard pile, you can only return them to the Madness deck if you are told you can by a card (like the Madness card itself)."
  • The Bigger Geekier Box: Page 7, "When a Madness card leaves play, it goes to its controller’s discard pile rather than to the Madness deck."
  • The Bigger Geekier Box: Page 20, clarification of "… It Just Might Work", "Discarding a Madness card means placing it in your discard pile, not in the Madness deck."

Every 2 Madness cards gives you -1 VP[]

To use, add {{Madness Penalty Rule}}

To determine the Madness penalty at the end of a game, count up all your Madness cards, i.e. the ones in your hand, deck and discard pile and the ones that are still buried and under your control. For every 2 Madness cards, you lose 1 VP.

If you have an odd number of Madness card, you don't lose any point for that single Madness card.

History:

  • The Obligatory Cthulhu Set: Page 8, "Each player then receives a penalty to their final VP total equal to -1 VP for every 2 Madness cards that they had at the end of the game."
  • The Obligatory Cthulhu Set: Page 8, "For example, a player who had 15 VPs and 5 madness cards would get -2 VPs and have a final total of 13 VPs."
  • Smash Up: Munchkin: Page 16, "If you are playing with the Obligatory Cthulhu Set, reduce each player’s VP total by 1 for each 2 Madness cards they have."
  • The Bigger Geekier Box: Page 7, "Each player then loses 1 victory point for every 2 Madness cards that they have."
  • The Bigger Geekier Box: Page 7, "For example, John has 15 VPs and 5 Madness cards; he gets -2 VPs for a final total of 13 VPs. Mary has 14 VPs and 3 Madness cards, giving her a -1 VP penalty. Her modified total is 13 VPs, but she has fewer Madness cards, so she wins the tie."

Madness cards that are buried at the end of the game still count against their controller[]

To use, add {{Buried Madness Rule}}

When counting up all the Madness cards that you have, don't forget the Madness cards that you may have buried! Those count too!

History:

  • The Bigger Geekier Box: Page 7, "The current controller of each Madness card is treated as its owner as well."
  • Oops, You Did It Again: Page 10, "Madness cards that are buried at the end of the game still count against their controller."

Determine the Madness penalty after the game ends based on the normal 15 VP condition; the game still ends after that[]

To use, add {{Madness End Game Rule}}

Even though it's relatively easy to track how many Madness cards each player has, the Madness penalty doesn't affect when the game ends. If a player reaches 15 or more victory points but their Madness penalty would bring them to 14 or less, you still check if the game ends. If the condition for ending the game is reached without considering the Madness penalty, then the game ends once and for all. Only then, can all players count up their Madness cards and calculate their new score. If that brings all players to a score of 14 or less, the game is still over.

History:

  • The Obligatory Cthulhu Set: Page 8, "At the end of the game, however, players must search their hands, decks, and discard piles for any Madness cards, remove them, and count them. Each player then receives a penalty to their final VP total equal to -1 VP for every 2 Madness cards that they had at the end of the game."
  • The Obligatory Cthulhu Set: Page 16, "Remember to check for Madness cards VP reduction at the end of the game."
  • The Bigger Geekier Box: Page 7, "When the game ends, and one player is in the lead with 15 VP or more, players count the total number of Madness cards in their hands, decks, and and discard piles, or that are buried. Each player then loses 1 victory point for every 2 Madness cards that they have."

After applying the Madness penalty, in case of ties, the player with the fewest Madness cards wins. Further ties share the win[]

To use, add {{Madness Tiebreaker Rule}}

After a game is over, each player has to lose points based on the number of Madness cards that they still possess or control. This can cause a tie in points to happen. If that happens, break ties based on the number of Madness cards the tied players have, the player with the least number of Madness cards wins the tie.

If there is still a tie, the players with the most number of victory points and the least number of Madness cards share the win.

History:

  • Science Fiction Double Feature: Page 16, "If, after players have counted their Madness cards up, any players are tied for most victory points, the player with the lowest number of Madness card wins."
  • Cease and Desist: Page 13, "If any players are tied for most victory points, the player with the lowest number of Madness cards wins. Further ties share the win!"
  • The Bigger Geekier Box: Page 7, "The player with the highest modified VP total then wins. In case of ties, the player with the fewest Madness cards wins. Further ties share the win!"

Madness cards in stasis at the end of the game still count against your final score[]

To use, add {{Madness In Stasis Rule}}

When counting up all the Madness cards that you have, don't forget the Madness cards that you may have as your cards in stasis! Those count too!

History:

  • Excellent Movies, Dudes!: Page 11, "Madness cards in stasis at the end of the game still count against your final score."

Madness cards in storage at the end of the game still count against your final score[]

To use, add {{Stored Madness Rule}}

When counting up all the Madness cards that you have, don't forget the Madness cards that may be stored under your cards! Those count too!

History:

  • Excellent Movies, Dudes!: Page 11, "Madness cards in storage at the end of the game still count against your final score."

Mechanics: +1 Power Counters[]

+1 power counters are only placed, removed or transferred when a card tells you to do so[]

To use, add {{Power Counters Rule}}

While it's tempting to use the 1 and 5 tokens to help you keep track of the different power boosts each minion gets, those are not considered as +1 power counters, unless an ability actually tells you to place +1 power counters.

If an ability just gives a minion +N power either as an Ongoing effect or until a set deadline, and more importantly without explicitly stating that they are power counter, you cannot actually put +1 power counters on that minion. You can use something to keep track of that power, but keep in mind that any ability that do interact with the actual +1 power counters (e.g. Cricket, Blitzed, Soldier) cannot interact with that at all.

History:

  • The Bigger Geekier Box: Page 7, "+1 power counters can be placed on cards, transferred between cards, and removed from cards when a card’s ability says to do so."
  • Smash Up: Disney Edition: Page 10, "Power counters can only be placed on cards, moved between cards, and removed from cards when an ability says to do so.

If the card with +1 power counters is an action, the ability of the card will tell you what the +1 power counters do. Otherwise, the +1 power counters do nothing[]

To use, add {{Action And Counters Rule}}

Some abilities will allow you to transfer +1 power counters to actions, and in some rare cases to place +1 power counters on actions. Those don't do anything unless an explicit ability gives you instructions about them. The only action so far that interacts with +1 power counters on it is Summon Wolves.

In particular, actions with power, a.k.a. Kaiju actions, don't interact with +1 power counters at all. If you manage to place or transfer some on them, you do not increase your total power.

History:

  • That ’70s Expansion: Page 16, "Power counters have no effect on action or base cards."
  • The Bigger Geekier Box: Page 7, "Power counters on actions, bases, or buried cards have no effect unless a card says otherwise."

If the card with +1 power counters is a base, the +1 power counters do nothing[]

To use, add {{Base And Counters Rule}}

Some abilities will allow you to transfer +1 power counters to bases. Those don't do anything unless an explicit ability gives you instructions about them. So far no bases interact with +1 power counters on them in any way.

In particular, transferring +1 power counters to Storyteller’s Hut doesn't decrease its breakpoint. It does interact with counters, but those are the actual counters placed by its ability and those are distinct from +1 power counters.

History:

  • That ’70s Expansion: Page 16, "Power counters have no effect on action or base cards."
  • The Bigger Geekier Box: Page 7, "Power counters on actions, bases, or buried cards have no effect unless a card says otherwise."

If the card with +1 power counters is a buried card, the +1 power counters do nothing[]

To use, add {{Buried Card And Counters Rule}}

Some abilities will allow you to transfer +1 power counters to buried cards. Those don't do anything unless an explicit ability gives you instructions about them. So far no buried cards interact with +1 power counters on them in any way.

Also, if you uncover the card, you must discard the +1 power counters on it, even if the buried card is actually a minion.

History:

  • The Bigger Geekier Box: Page 7, "Power counters on actions, bases, or buried cards have no effect unless a card says otherwise."
  • Oops, You Did It Again: Page 17, "Power counters have no effect on action or base or buried cards."

Mechanics: Monsters and treasures[]

Monsters and treasures have no owner or faction[]

To use, add {{Monsters Treasures No Owner Rule}}

Treasures and monsters don't have any owners.

History:


Cards that refer to a card’s owner do not apply to monsters or treasures[]

To use, add {{Monsters Treasures Owner Rule}}

Treasures and monsters don't have any owners. So they can't be affected by cards that mention an "owner".

E.g. Beam Up would do nothing to a treasure minion or a monster, since there is no "owner's hand" for the treasure to be returned to. Likewise Complete the Ritual wouldn't be able to affect any treasures on the base or on minions there by placing them "on the bottom of their owner's deck", although they would be discarded because the base and minions left play.

History:

  • Smash Up: Munchkin: Page 7, "Monsters have no owner or faction, so cards that refer to a minion’s owner do not apply to monsters."
  • Smash Up: Munchkin: Page 7, "Treasures have no owner or faction."
  • What Were We Thinking?: Page 12, clarification of "Bear Picnic", "This does not affect monster play since no one owns a monster."
  • The Bigger Geekier Box: Page 7, "Monsters and treasures have no owner or faction, therefore cards that refer to a minion’s owner do not apply to monsters."

Monsters and treasures go to their own discard pile when they leave play[]

To use, add {{Monsters Treasures Discard Rule}}

By default, when a monster or treasure is removed from play, they go to their own discard pile. The only way to overrule that rule is if a card specifically mentions that a "treasure" or a "monster" goes somewhere else.

For example:

  • If the card says "Return one of your minions to your hand" (e.g. Doctor When), whether it's a monster or a treasure minion you control, it is actually discarded.
  • If the card says "Return one of your treasures in play to your hand" (sort of like Strip Bare), the treasure is actually put into your hand.
  • If the card says "Place a minion on the bottom of your deck" (sort of like Critter Cube), whether it's a monster or a treasure minion you control, it is actually discarded.
  • If the card says "Place a monster on the bottom of the monster deck" (e.g. Whack-A-Ghoul), the monster is actually put under the monster deck.

Reminder: Effects that mention "owners" do not affect treasures and monsters, so if a card says "Return a minion to its owner's hand" or "Place a minion on the bottom of its owner's deck", the monster or treasure would be unaffected.

History:

  • Smash Up: Munchkin: Page 7, "Monsters always go to their own discard pile when they leave play."
  • Smash Up: Munchkin: Page 7, "Treasures go to their own discard pile when they leave play."
  • Smash Up: Munchkin: Page 10, definition of "control", "When a card leaves play, it returns to its owner, not its current controller; but monsters and treasures go to their own piles."
  • Smash Up: Munchkin: Page 13, "When a card goes to the hand, deck or discard pile, it goes to the one belonging to the card’s owner, no matter who played or controlled it. Exception: monsters and treasures go their respective discard piles."
  • Smash Up: Munchkin: Page 16, "Monsters and treasures always go to their discard piles when they leave play."
  • The Bigger Geekier Box: Page 7, "When a monster or treasure card leaves play, it always goes to the corresponding discard pile."

Monsters are considered as minions[]

To use, add {{Monsters Are Minions Rule}}

All monsters are minions, so cards that target minions can target them. Cards that target a specific player's minion can only target monsters if they are under the control of that player.

History:


Playing a monster does not count as an extra minion[]

To use, add {{Monsters Not Extra Minions Rule}}

Playing a monster does count as playing a minion, but not as an extra minion, so Eliza cannot block that.

History:

  • The Bigger Geekier Box: Page 7, "Playing a monster does not count against a player’s limit of one minion per turn, nor does it count as an extra minion."

Monsters are not controlled by the player who plays them[]

To use, add {{Playing Monsters Rule}}

Unlike the usual rule that whoever plays a card gets control of it, monsters are not controlled by whoever plays them, even if they are actually played using one of that player's cards, e.g. Mass Summoning or Taunter.

History:

  • Smash Up: Munchkin: Page 10, definition of "control", "Monsters are controlled by no one unless you explicitly take control of them."
  • Smash Up: Munchkin: Page 13, "A monster has no controller unless a player takes control of it."
  • Smash Up: Munchkin: Page 16, "Monsters are only controlled if an ability lets a player take control of them."
  • The Bigger Geekier Box: Page 7, "Playing a monster does not give a player control of it."

Uncontrolled monsters add their power to the base's starting breakpoint instead of contributing power toward breaking it[]

To use, add {{Uncontrolled Monsters Rule}}

Unlike regular minions, uncontrolled monsters do not contribute power toward breaking a base, but they actually add their power to the base's breakpoint! Therefore making it harder to break. The emphasis is on the fact the only uncontrolled monsters do that. Monsters who are under the control of a player act like normal minions, adding power to that player's total and therefore help break their base.

History:

  • Smash Up: Munchkin: Page 7, "Monsters do not count against the threshold of the base they are on. Instead, they ADD to the breakpoint of the base. If someone takes control of a monster, however, it stops adding to the base’s breakpoint and acts as a normal minion of that player."
  • Smash Up: Munchkin: Page 8, "Score a base if the total power of all minions on that base equals or exceeds the base’s breakpoint — including the monsters’ power added to it."
  • Smash Up: Munchkin: Page 8, "For example, Treehouse has two Hippogriffs on it, raising its breakpoint to 21."
  • Smash Up: Munchkin: Page 13, "If a card resets a base’s breakpoint, that refers to its printed value. Monster power and other effects add to or subtract from that value."
  • Smash Up: Munchkin: Page 13, "If a monster is controlled by a player, its power adds to the player’s power at that base. Otherwise, its power adds to the base’s breakpoint."
  • Smash Up: Munchkin: Page 16, "After you are done playing minions and actions, if the total power of all minions meets or exceeds a base's breakpoint plus the power of its uncontrolled monsters, that base scores."
  • The Bigger Geekier Box: Page 7, "Monsters do not count against the breakpoint of the base they are on. Instead, they ADD to the breakpoint of the base, making it harder to score. However, if someone takes control of a monster, it stops adding to the base’s breakpoint and acts as a normal minion of that player."

When a Munchkin base comes into play, the current player doesn't get credit for playing the monsters[]

To use, add {{Munchkin Base Rule}}

When a monster is played by a base, either when a Munchkin base comes into play, or when the base's ability itself causes a monster to be played (only The Gauntlet does that), the player who plays them aren't considered as playing those minions. So playing those monsters do not activate abilities that trigger from a player playing a minion. They still do trigger abilities that simply care about minions being played, e.g. The Burst, but abilities that trigger "After you play a minion" or "After another player plays a minion" do not trigger because no player is considered to have played those monsters.

History:


Uncontrolled monsters are not "other players' minions" for any players, but each player is “another player” to uncontrolled monsters[]

To use, add {{Other Players For Monsters Rule}}

Uncontrolled monsters do not count as "other players' minions" for any player. But if some abilities (mainly base abilities) that mention other players are applied to uncontrolled monsters, those monsters treat all players as "other players" for that ability.

For examples, uncontrolled monsters on The Pits are unaffected by any player's actions. Similarly, uncontrolled monsters on Neutral Space are unaffected by any player's minions, those on Hideout are unaffected by any players' cards.

On the other hand, Mushroom Kingdom cannot be used to move uncontrolled monsters, Helper’s Hollow never increases the power of uncontrolled monsters, players minions on Neutral Space can still be affected by uncontrolled monsters, etc.

History:

  • Smash Up: Munchkin: Page 13, "Monsters are not opponents or “other players” to anyone, but each player is “another player” to monsters."

The treasure number on a monster is not part of the monster's abilities[]

To use, add {{Treasure Number Not Ability Rule}}

The treasure number on a monster is distinct from its abilities. In particular, if a monster's abilities are cancelled, it will still grant treasures when it's destroyed and when its base scores.

History:

  • Smash Up: Munchkin: Page 6, diagram of a monster card, monster cards have a treasure number and an ability.
  • What Were We Thinking?: Page 12, clarification of "Cuddle", "It does not cancel the treasure granted by monsters."

Mechanics: Titans[]

“Instead of your regular minion play” means instead of the normal minion play allowed during your Play Cards phase; if used to play a non-minion card, no restriction on minion plays apply to that card play[]

To use, add {{Instead Regular Minion Rule}}

Your regular minion play is the free minion play you get on each of your Play Cards phase. If you play a titan instead of your regular minion play, it means you use up that play to play the titan instead of a minion.

Additionally, since you are playing a titan card, not a minion card, the titan is not subject to any restrictions applied when playing a minion card.

History:

  • Big in Japan: Page 7, "Instead of your regular minion play” means instead of the normal minion play allowed during your Play Cards phase."
  • Big in Japan: Page 12, "Gorgodzolla, Megabot, Walking Castle", "You may play these instead of a regular minion play whether or not you have any minions in hand. No restrictions on minion play apply to titan play."

“Instead of your regular action play” means instead of the normal action play allowed during your Play Cards phase; if used to play a non-action card, no restriction on action plays apply to that card play[]

To use, add {{Instead Regular Action Rule}}

Your regular action play is the free action play you get on each of your Play Cards phase. If you play a titan instead of your regular action play, it means you use up that play to play the titan instead of a action.

Additionally, since you are playing a titan card, not an action card, the titan is not subject to any restrictions applied when playing an action card.

History:

  • The Bigger Geekier Box: Page 8, "Playing a titan is optional. “Instead of your regular minion [or action] play” means instead of the normal minion or action play allowed during your Play Cards phase."

After a titan is played or moved to a base that already has a titan, they "clash"; the controllers of each titan there compare their total power at that base, a player with a lesser total removes their titan; a titan that was already there wins ties[]

To use, add {{Titan Clash Rule}}

Except on Kaiju Island, there can never be more than one titan on each base. If a situation comes where two titans are on a base (because one of them was played or moved to a base where a titan already is), then they "clash" and one of them must leave play. In order to determine that, each titan's controller must compare their total power (all the power granted there by their cards, including their titan if the case may be). The controller with the lesser total power must remove their titan from play. In case of a tie, the controller of the titan that was played/moved to the base must remove that titan.

History:

  • Big in Japan: Page 7, "After you play or move a titan to a base that already has a titan, one of them must be removed from play (exception: Kaiju Island). The two controllers compare their total power at that base, after resolving their ongoing abilities though not their talents. The one with the lesser total removes their titan; the earlier titan wins ties."

After a titan is played or moved to a base that already has a titan, resolve relevant Ongoing abilities first, then resolve the "clash"[]

To use, add {{Titan Clash After Ongoing Rule}}

It's possible for a titan clash to happen at the same time as triggerable Ongoing abilities in play are triggered (possible an Ongoing ability on the titans themselves, e.g. Major Ursa). In that case, resolve all those Ongoing reactions then resolve the clash.

History:

  • Big in Japan: Page 7, "After you play or move a titan to a base that already has a titan, one of them must be removed from play (exception: Kaiju Island). The two controllers compare their total power at that base, after resolving their ongoing abilities though not their talents. The one with the lesser total removes their titan; the earlier titan wins ties."

Titans leave play if the base card they are on leaves play[]

To use, add {{Titan When Base Leaves Rule}}

Titans are attachments to their base, so if their base leaves play for whatever reason, they must be removed from play.

History:

  • Big in Japan: Page 7, "Titans also leave play if the base card they are on leaves play."

If, for whatever reasons, a titan must leave play, it's actually set aside near its owner's deck and any +1 power counters on it are removed[]

To use, add {{Titan Set Aside Rule}}

Titans can only be in two areas: on a base or at the side of their owner's deck. If a titan ever leaves play, they go back to the side of their owner's deck.

History:

  • Big in Japan: Page 7, "Whatever the reason, when a titan leaves play it is set aside near its owner, discarding any counters on it."
  • Big in Japan: Page 9, "After scoring, players can use abilities that happen “after” a base scores. Then all cards still on that base go to their owners’ discard piles— except for titans, which are placed near their owners’ decks."

Titans have owners but never go to their owners' hands, decks or discard piles[]

To use, add {{Titan Owner Rule}}

Titans can only be in two areas: on a base or at the side of their owner's deck.

History:

  • Big in Japan: Page 7, "Titans start the game on the table near their owner; they are never in the hand, deck or discard pile."

Titans are an additional type of card, distinct from minions, actions and bases[]

To use, add {{Titan Card Type Rule}}

Titans, despite representing big creatures, are not minions. They are not actions either. In fact, they are just titans, their own type of card.

History:

  • Big in Japan: Page 7, "Each faction in Big in Japan has one titan, a new type of card different from minions, actions, or bases."

If you already control a titan in play, you can't play another one[]

To use, add {{Titan Limit Rule}}

Each individual player can only control at most one titan at any given time. Even if they are using two factions with titans or manage to play a titan owned by another player, they can only play a titan if they don't already control one. If they already control one, they cannot play another; they can't even decide to remove the one that's in play to play the other.

History:

  • Big in Japan: Page 7, "You may not play a titan if you already control a titan in play."

Titans can be targeted by abilities that target "cards" and are removed from play if they are destroyed, returned, placed, etc.[]

To use, add {{Targeting Titan Rule}}

Since they are their own type of card, titans cannot be targeted by cards that refer to a specific non-titan type of card. On the other hand, they can be targeted by cards that just target "cards", since titans are cards. If the effect applied to the titan is a removal (destroyed, returned to hand, placed in the deck, etc.), they are actually removed, but since they cannot go anywhere but to the side of their owner's deck, that's where they go.

History:

  • Big in Japan: Page 7, "Titans are not affected by abilities that target “minions” or “actions”. But abilities that target “cards” can affect titans and even force them out of play (destroyed, returned, placed, etc.)."
  • Big in Japan: Page 12, clarification of "Q Point", "Titans there do not count toward that total, and are unaffected."

If you play a titan you don't own, you get control of it[]

To use, add {{Playing Not Owned Titan Rule}}

By default, when you play a card, you control it. This is also true for titans! A few titans can be played by certain minions or actions. If a player ever manages to use those cards' abilities and play the corresponding titan, they get control of the titan!

History:

  • Big in Japan: Page 7, "If you play a titan, you control it even if you do not own it."

Titans may be played on a base when a card — including the titan itself, says you can play them[]

To use, add {{Playing Titan Rule}}

Unlike minions and actions for which you get one free minion play and one free action play per turn, the only way to play a titan is if a card allows you to play one. The main card that will allow you to play it is the titan card itself through its Special ability, but some factions have a few cards that allow you to play it without resorting to the titan's Special.

History:

  • Big in Japan: Page 7, "Titans may be played on a base when a card — including the titan itself, says you can play them."
  • Big in Japan: Page 7, "Whatever the reason, when a titan leaves play it is set aside near its owner, discarding any counters on it. The titans can come back any time a card allows it."

Titans are not played as, and do not count as, extra cards[]

To use, add {{Titans Are Not Extra Rule}}

A titan, while being a card, are not considered as an extra card when they are played, so Eliza cannot block that.

History:

  • Big in Japan: Page 7, "Titans are not played as, and do not count as, extra cards."

Mechanics: Burying[]

Each player may uncover one of their buried cards at the start of their turn[]

To use, add {{Free Uncovering Rule}}

The identity of buried cards are supposed to be unknown, although players may get see the faces of some of them before they are buried. As such, the controller of a buried card is considered as its owner until the card is either uncovered, or revealed as it is being discarded. So even if you bury a card actually owned by another player, you are considered as its owner for gameplay purposes even if other players know what the card is. This is especially important for Into the Time Slip, as it can target a buried card and the card will be returned to the person who buried it without making its identity known to other players and even if that player is not in fact the actual owner of the card.

History:

  • Oops, You Did It Again: Page 6, "Some abilities (and effects like Uncovering) say they happen “at the start of your turn”. This phase is when they all can happen — not just the first one."
  • Oops, You Did It Again: Page 10, "Each player may uncover one of their buried cards at the start of their turn."

A buried card's controller is considered its owner until it is uncovered or discarded[]

To use, add {{Buried Card Owner Rule}}

The identity of buried cards are supposed to be unknown, although players may get see the faces of some of them before they are buried. As such, the controller of a buried card is considered as its owner until the card is either uncovered, or revealed as it is being discarded. So even if you bury a card actually owned by another player, you are considered as its owner for gameplay purposes even if other players know what the card is. This is especially important for Into the Time Slip, as it can target a buried card and the card will be returned to the person who buried it without making its identity known to other players and even if that player is not in fact the actual owner of the card.

History:

  • Oops, You Did It Again: Page 10, "Its controller is considered its owner until it is uncovered or discarded."
  • The Bigger Geekier Box: Page 6, "After that, all cards still on that base go to their respective discard piles simultaneously (regular minions and actions go the piles of their owners, even if they were controlled by other players, or buried)."

A buried card is not affected by abilities that specifically target minions, actions, or any other card type[]

To use, add {{Affecting Buried Card Rule}}

Buried cards are not considered as any particular kind of card, even when their identity is shown before being buried! So they cannot be targeted by cards that refer to a specific type of card. On the other hand, they can be targeted by cards that just target "cards", since buried cards are cards.

History:

  • Oops, You Did It Again: Page 10, "A buried card is not affected by abilities that target minions, actions, or any other card type. They are affected by abilities that target “cards”."

When a card is uncovered or re-buried, any counters or cards on it are discarded first[]

To use, add {{Buried Card And Attachments Rule}}

It is possible to have +1 power counters on buried cards (e.g. with Expert Timing). When the buried card is uncovered, regardless of whether it is a minion or an action, those counters are discarded! Similarly, it is possible to bury a card from play (e.g. Mummy). When that happens, any attachments on the card are discarded first.

History:

  • Oops, You Did It Again: Page 10, "When a card is uncovered or re-buried (as Mummies do), any counters or cards on it are discarded first."

A buried card’s abilities may not be triggered until after it is uncovered[]

To use, add {{Buried Abilities Rule}}

Since it is possible to bury any minions or actions, it's also possible to bury cards with Special "play abilities" (e.g. Shinobi or any "pure" Special actions, etc.) However, while buried, you cannot play them through their Special! In order to play them, you must have the ability to uncover them first. Once they are uncovered, they must be played and if their Special play condition is met, their Special ability triggers.

History:

  • Oops, You Did It Again: Page 10, "A buried card’s abilities may not be triggered until after it is uncovered."
  • Oops, You Did It Again: Page 15, clarification of "Mummy", "This ability can only trigger if the Mummy is uncovered before the base finishes scoring."

A buried card is controlled by the player who buried it[]

To use, add {{Buried Card Controller Rule}}

Just like playing a card makes you its controller, burying a card also makes the burier the card's controller.

History:


When a buried card is uncovered, the player who buried it immediately plays it as an extra card[]

To use, add {{Uncovering Buried Card Rule}}

When a buried card is uncovered, its controller, i.e. the player who buried it, must play it immediately as an extra card. That player therefore also becomes its controller when resolving the card's abilities and while the card remains in play.

History:


When you bury a card, you don’t show it to others unless the card itself instructed you to bury it[]

To use, add {{Buried Card Visibility Rule}}

When a card allows you to bury a card from your hand, the card goes straight from your hand to face down on a base, therefore making its identity unknown to other players. On the other hand, if you play a card and that card tells you to bury it, there's no way around it: you play the card so its identity is shown to all players before you turn the card face down. And no, flashing the card one second and placing it face down won't cut it, the other players have to be shown your card so they can see the card you played.

History:

  • Oops, You Did It Again: Page 10, "To bury a card you place it face down beside a base, facing you. You don’t show it to others unless the card says to bury itself."
  • Oops, You Did It Again: Page 15, clarification of "Blessing of Anubis, Tomb Trap, You Can Take It With You", "If you use this card’s ability to bury itself, you reveal it and place it face down on the base."

When you uncover a buried card, ignore any instructions on it that would rebury it[]

To use, add {{Uncovering Ignores Burying Rule}}

When you uncover a buried card, you play it immediately and therefore follow its instructions. However, there's a loophole around uncovering cards whose first instruction is to bury them: You ignore that instruction when you uncover them.

History:

  • Oops, You Did It Again: Page 10, "Uncovered cards may not be immediately reburied."
  • Oops, You Did It Again: Page 15, clarification of "Blessing of Anubis, Tomb Trap, You Can Take It With You", "If you uncover it you play it again but ignore the first part since uncovered cards are not reburied."

When you uncover a standard action that can affect a card, you don't have to affect a card on its current base[]

To use, add {{Uncovering Buried Standard Action Rule}}

When uncovering a card, if it's a minion or a non-standard action, it must be played at its location, i.e. on the base where it was buried or on a minion there. On the other hand, if you uncover a standard action, there's no such restriction (unless specified like Tomb Trap), so you can affect cards on any base with it.

History:

  • Oops, You Did It Again: Page 10, "When a buried card is uncovered, its controller immediately plays it as an extra card. It is played either on the same base, or on a minion on that base, or simply resolved and discarded, as appropriate."

Mechanics: Duels[]

The benefits of winning, or the harm of losing, are specified by the card that starts the duel[]

To use, add {{Duel Effects Rule}}

There's no "official" rule about this, so the #1 rule applies here: Do exactly what the card says!

Duels are used in just a few factions so some players often make those mistakes:

  • Thinking that a duel always results in the losing minion being destroyed.
  • Thinking that if a duel started by a minion or an action on a base like So-So Corral or Shogun’s Palace results in the base's duel reward/punishment also applying to that duel.

Actually, the reward/punishment of a duel is only determined by the card that causes the duel. So this can simply be resolved by actually reading the cards.


In case of a tie in a duel, both minions are considered as the winning and the losing minions[]

To use, add {{Duel Tie Rule}}

When determining the winner and loser of a duel, if both dueling minions are actually tied for the most power, then both their controllers gain the reward and/or suffer the punishment.

History:


After a duel’s actions are resolved, if the two minions of the duel are not together on the same base as each other, the duel stops without resolution[]

To use, add {{Duel Stop Condition Rule}}

When determining the winner and loser of a duel, both dueling minions must be on the same base as each other (not necessarily the base where the duel started) for there to be a winner and a loser. If both minions are on two different bases or if one or both minions are no longer in play, then there are no winner or loser, and the duels stops without any reward or punishment.

History:

  • Oops, You Did It Again: Page 11, "After a duel’s actions are resolved, if the two minions of the duel are not together on the same base as each other, the duel stops without resolution."

The decision to place a dueling card is first made by the challenger[]

To use, add {{Dueling Card Placing Order Rule}}

When a duel starts, both involved players may place a face down card. The decision to place one is first made by the duel challenger and then the other player.

History:

  • Oops, You Did It Again: Page 11, "When two minions duel, their controllers may each place a card from their hand on the table face down, and then each reveals their card (if any), starting with the challenger."
  • Oops, You Did It Again: Page 11, "Placing a dueling card on the table is optional, and the decision to place one is first made by the challenger."

After the decisions to place a dueling card are made by both players, the cards are revealed and played one at a time, starting with the challenger's[]

To use, add {{Dueling Card Reveal Order Rule}}

In a duel, if both involved players chose to place a card face down, both cards will be revealed and played. Start by revealing and playing the card chosen by the duel challenger, then reveal and play the card chosen by the challenged player.

History:

  • Oops, You Did It Again: Page 11, "When two minions duel, their controllers may each place a card from their hand on the table face down, and then each reveals their card (if any), starting with the challenger."

You may place any card from your hand for a duel, including actions that affect minions outside the duel, or even minions that are just returned to the hand[]

To use, add {{Dueling Card Rule}}

There are no limits to what card you can choose as your dueling action. Minions will just be returned to your hand, even Argonaut and Deputy! Actions will be played. You can choose any action, even ones that won't help you in the duel, and you can use it however you want, even without affecting the outcome of the duel if you don't want to.

History:

  • Oops, You Did It Again: Page 11, "When two minions duel, their controllers may each place a card from their hand on the table face down, and then each reveals their card (if any), starting with the challenger. If it is an action it is played normally, otherwise it is returned to the hand."
  • Oops, You Did It Again: Page 11, "You may place any card from your hand for a duel, including actions that affect minions outside the duel, or even minions that are just returned to the hand (they make a good bluff)."
  • Oops, You Did It Again: Page 11, "Both these cards will be revealed and either played (if an action) or returned to the hand (if a minion)."

Two duels may not happen at the same time, so if any ability that allows a duel is triggered during another duel, that part of the ability is ignored[]

To use, add {{Two Duels Rule}}

If any player involved in a duel chooses as their dueling card an action whose ability initiates a duel (e.g. High Noon, Run ‘Em Off, Honorable Combat), or an action that causes another card to be immediately played and whose ability initiates a duel (e.g. an action that allows you to immediately play Gunfighter as an extra minion), when the abilities are resolved, the second duel that would happen (as well as any of its effects) is simply ignored.

Note that that rule only prevents a duel from happening during another duel. If the dueling cards causes a duel to happen after the current duel is finished, the second duel still happens. For example, if a dueling card causes a minion to be played on So-So Corral or Shogun’s Palace, those bases' duels will only happen when it's time to resolve card reactions. At that point, the first duel must have already ended.

History:

  • Oops, You Did It Again: Page 11, "Two duels may not happen at the same time, so if any ability that allows a duel is triggered during another duel, that part of the ability is ignored."

During a duel no other cards may be played or invoked, unless they are allowed by the duel’s actions (or by the cards allowed by the actions, etc.) or they are triggered by the duel or the cards involved in it[]

To use, add {{Which Cards In Duel Rule}}

Duels may seem like a very complex step, so players may wonder if there are any limits to it. Actually resolving a duel is like resolving any card ability, just with a lot of steps. So just like any ability, their resolution cannot be interrupted by other cards, unless those cards can interrupt it. In particular, if you have any plays you haven't used, such as any regular card plays or banked extra plays, you cannot spend them during the resolution of the duel, and if you have any talents and "on your turn" abilities that you can invoke this turn, you must wait until the resolution of the duel has ended.

History:

  • Oops, You Did It Again: Page 11, "During a duel no other cards may be played or invoked, unless they are allowed by the duel’s actions (or by the cards allowed by the actions, etc.) or they are triggered by the duel or the cards involved in it."

If the dueling card is an action, it is played normally[]

To use, add {{Action Dueling Card Rule}}

When your dueling card is an action, you must play it, but you can use it however you want! You are under no obligation to try and help you win the duel or more generally affect the outcome of the duel in any way. If the action is one that can affect a minion, you are allowed to affect one outside the duel and none involved in the duel.

History:


While face down on the table, dueling cards are not considered part of the hand, deck or discard pile, are not considered in play, and cannot be targeted by any ability[]

To use, add {{Targetting Dueling Card Rule}}

Since the challenger of a duel is the first one able to play their dueling action, they cannot target the challenged player's card in any way with cards that target cards in hand/deck/discard pile/play. This is only true while the dueling card is face down! For example, as soon as a dueling player reveals and plays their dueling action, any other player may discard the action with Wil Wheaton.

History:

  • Oops, You Did It Again: Page 11, "While on the table, dueling cards are not considered part of the hand, deck or discard pile, are not considered in play, and cannot be targeted by any ability."

Mechanics: Stasis[]

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

To use, add {{Affecting Stasis Card Rule}}

To be completed

History:

  • Excellent Movies, Dudes!: Page 11, "they may not be affected by, or chosen as the target of, any ability that does not refer to stasis."

Abilities of cards in stasis do not work unless they refer to stasis[]

To use, add {{Stasis Card Abilities Rule}}

Despite their cards being considered in play, abilities of cards in stasis are not resolved or at all active. The only exceptions are Special abilities that do refer to the card itself being in stasis.

Notable cases of abilities that don't work while in stasis are:

History:

Cards in stasis are considered in play, but they are not on any base[]

To use, add {{Stasis Card In Play Rule}}

To be completed

History:

  • Excellent Movies, Dudes!: Page 11, "They are considered in play, but they are not on any base or part of any hand, deck, or discard pile."

If a card in stasis has no stasis counters on it, during your Play Cards phase you may play it as an extra card, at which point it leaves stasis[]

To use, add {{Playable Stasis Card Rule}}

To be completed

History:

  • Excellent Movies, Dudes!: Page 11, "If a card in stasis has no stasis counters on it, during your Play Cards phase you may play it as an extra card, at which point it leaves stasis."

Cards leaving stasis may not immediately re-enter stasis[]

To use, add {{Re-entering Stasis Rule}}

To be completed

History:

Mechanics: Stored Cards[]

If the ability has limits on the card being placed, you must reveal it before storing it so others can see it meets the requirements[]

To use, add {{Storing Limits Rule}}

To be completed

History:

  • Excellent Movies, Dudes!: Page 11, "If the ability has limits on the card being placed – e.g. “a minion of power 3 or less” or “an action“ – you must reveal it before storing it so others can see it meets the requirements."

Stored cards are considered in play, but their abilities are not active[]

To use, add {{Stored Card Abilities Rule}}

History:

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