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Cheap Pop

They’re going to the top rope! The Luchadors bring the high-flying stunts of Mexican wrestling to the Smash Up squared-circle! These masked wrestlers defy gravity, and their opponents, using their signature techniques to get the pin, and of course, break the base! Beware their set-ups, because their follow-ups are usually brutal!

- World Tour: International Incident rulebook

The Luchadors are one of the 4 factions from the World Tour: International Incident set.

They focus on playing actions on other players' minions, particularly Set-Up actions, in order to trigger other cards' effects.

Other factions from the same set: Mounties, Musketeers, Sumo Wrestlers.

Name[]

This faction is called "Luchadors" in the rulebook and on the divider included in this set. However, AEG's product page for this set calls this faction "Luchadores".

Cards[]

Luchacards

The Luchadors have the usual 10 minions and 10 actions. The total minion base power (not counting any abilities) is the usual 30 or an average of 3 per minion. There are several abilities that can boost the power of minions beyond their base value. Unlike most factions, they have only one pair of identical actions, compared to the usual two pairs.

Among their actions, there are:

  • 5 play-on-minion actions: Pin (2x), Powerful Set-Up, Quick Set-Up, Smart Set-Up,
  • 0 play-on-base actions,
  • 5 standard actions (3 that affect one or more minions, in bold): Cheap Pop, Out for the Count, Reversal, Señor Muchoslam vs the Monsters, Tag-Team,
  • 2 actions that directly increase a minion's power: Cheap Pop, Powerful Set-Up.

Minions[]

1x Señor Muchoslam - power 5 - Place an action from your discard pile into your hand. Talent: Play an action on another player’s minion as an extra action. FAQ

2x Capa Roja - power 4 - Special: Before this base scores, you may destroy a minion here with printed power 3 or less controlled by each other player. FAQ

3x Flor Loca - power 3 - Ongoing: If another player’s minion here has one of your actions played on it, this minion has +2 power. FAQ

4x Yellow Demon - power 2 - You may search your deck and/or discard pile for a Set-Up action and place it into your hand. FAQ

Actions[]

1x Cheap Pop - Give one of your minions +2 power until the end of the turn, or +4 power instead if a minion there has a Set-Up action on it. FAQ

1x Out for the Count - Choose a minion with one or more of your actions on it. Return one of those actions to your hand. Destroy that minion. FAQ

2x Pin - Play on a minion with one of your actions on it. Ongoing: This minion’s abilities are cancelled, and its power isn’t added to its controller’s total power here. FAQ

1x Powerful Set-Up - Play on another player’s minion. Ongoing: Each of your minions here has +1 power. FAQ

1x Quick Set-Up - Play on another player’s minion. You may play an extra action. FAQ

1x Reversal - Special: Before a base scores where you are not winning, take control of a minion there with a Set-Up action on it until the end of the turn. Destroy any number of your actions on that minion. FAQ

1x Señor Muchoslam vs the Monsters - Choose any number of actions from your discard pile. Place one that can be played on a minion into your hand and shuffle the rest into your deck. FAQ

1x Smart Set-Up - Play on another player’s minion. Ongoing: After the first time each turn a minion is played here, draw a card. FAQ

1x Tag-Team - Play an extra minion at a base where you have a minion. FAQ

Luchadors logo

Bases[]

Clarifications[]

Here are the official clarifications as they appear in the World Tour: International Incident rulebook:

Capa Roja: This can destroy minions with a printed power of 3 or less even if their actual power is increased to be more than 3.

Cheap Pop, Reversal, Yellow Demon: A Set-Up action is an action with “Set-Up” as part of its name.

Pin: A minion with Pin on it still has its power, and it still is added to the total power on the base for breaking it, and it counts for cards like Third Tier. Its power does not add to its controller’s total for determining VP rewards or for cards like Marking Territory. If a Pinned minion is your only minion on a base, its presence counts for earning VP rewards there if zero is one of the top three power totals there.

Powerful Set-Up: If this ends up on a minion you control (through action transfer, or taking control of the minion) that minion still gets the +1 power.

Mechanics[]

The Luchadors have several cards that require you to already have an action on another player's minion before you can play them or invoke their abilities. The Luchadors themselves provide those kinds of actions in the form of Set-Up actions, which can only be played on other players' minions but help you fulfill those requirements.

They also have a secondary focus on retrieving and recurring actions, particularly those Set-Up actions.

External Strategy Guides[]

FAQ[]

Questions on Señor Muchoslam[]

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

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

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

Q: Using its talent, can I play any play-on-minion actions on another player's minion?

A: No, you can only play an action that can legally be played on the other player's minion. So, this excludes any actions that say "Play on one of your minions" or any variations of that.

Rule: Do exactly what the card says.

Q: Using its talent, can I play a standard action? Provided that the action at least directly affects another player's minion of course.

A: No, only actions that say "Play on a minion" (or a similar wording) can be played with Señor Muchoslam. You cannot use its ability to play "play on a base" actions, nor standard actions.

Rule: Only "play on a minion" actions are played on a minion.


Q: Can you use Señor Muchoslam's talent and play an Argonaut instead of the extra action?

A: No, Argonaut can never be played on another player's minion and so it can't meet Señor Muchoslam's restriction.

Rule: Check Argonaut's clarification.


Questions on Capa Roja[]

Q: The card says "Special" so I can play it outside of my turn, right?

A: "Special" does not mean the card can be played out of turn. "Special" simply means that it's an ability that can be used when its condition is met. Whether it can be used out of turn, activated straight from your hand/discard pile, or if it can only be used when it's already in play (essentially being a synonym of Ongoing), it entirely depends on the wording. In the case of Capa Roja, the condition is "before this base scores", this means that you can only activate it before its base is scored, "its base" being the base it is currently on. Obviously, if Capa Roja isn't in play, there's no "this base" that the condition can refer to. So Capa Roja is actually a Special card that can only be used when it is in play.

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

Rule: 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.

Q: It says "a minion (...) controlled by each other player." Are there even minions that can have multiple controllers?

A: No, that's not what the card means. Capa Roja allows you to destroy multiple minions, but you choose for each other player which one of their minions you'll destroy. So if you're playing against two opponent players, you choose one minion controlled by one opponent, and another minion controlled by the other opponent.

Rule: Do exactly what the card says.

Q: Does destroying minions before a base scores change anything at all? Don't we only get VPs based on the power we had at the start of scoring?

A: Actually, the amount of VPs each player gets is determined by the power each player currently has when you are handing out VPs, so any before-scoring abilities (including this one) that affect how much power you have on the base will affect the amount of VPs you'll eventually get.

Rule: VPs are awarded according to the current power totals.

Q: Before a base scores, I use this card to destroy minions on that base, reducing the total power below the breakpoint. This ends the scoring, right?

A: You're mistaken here. Once a base has been chosen to score, you keep scoring it even if the total power on it drops below its breakpoint because of before-scoring abilities. (Only a couple of things can really prevent a base from scoring, but this isn't one of them.)

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

Q: If I choose to destroy, do I have to destroy one minion for each other player or can I destroy one player's minion and leave the other players' minions untouched?

A: If you choose to use its ability, you must do all of it, if possible. So if you choose to destroy an opponent's minion of printed power 3 or less, and another opponent also has a minion of printed power 3 or less, you must destroy it as well. Otherwise, it would have said "Special: Before this base scores, for each other player, you may destroy one of their minions here with printed power 3 or less.", in which yes, you would choose independently for each other player whether you want to destroy one of their minions or not.

Rule: Do exactly what the card says.

Q: What does it mean by "printed power 3 or less"?

A: It means that when you check which minions you can destroy, you just check its printed power, i.e. the number that appears on the top-left corner of the minion card, while disregarding any abilities that modifies its power (adding or substracting power, or any abilities that set the starting power to another value) and +1 power counters on it.

Rule: Do exactly what the card says.

Q: How does this interact with Mimic? How about Lovey Bear?

A: Both Mimic and Lovey Bear have a printed power of power 3 or less, so they are both legal targets for Capa Roja. The printed power is what appears on the top-left corner of the minion card and is therefore immutable (except with Matrix of Bossiness). Both Mimic and Lovey Bear's abilities just sets their starting power to another value (Mimic received a clarification in The Bigger Geekier Box rulebook that it sets its starting value, not its printed value). Changing the starting power doesn't change the printed power. It's just that to calculate the minion's modified power, you only take into account the starting power, especially when it's different from the printed power. For example, with Capa Roja on their base, a Mimic and a Lovey Bear would both have a starting power of at least 4, but their printed power would still be respectively 0 and 3, right inside Capa Roja's range of destruction.

Rule: Definition of "starting".

Q: How does this interact with Matrix of Bossiness?

A: Matrix of Bossiness have you treat the minion's printed power as if it were 5, so the minion cannot be targeted by Capa Roja. Note that this is different from Mimic and Lovey Bear, because both these minions modify their starting power while leaving their printed power untouched, while Matrix of Bossiness modify the minions' printed power directly.

Rule: Definition of "starting".


Questions on Flor Loca[]

Q: One of my actions is on another player's minion on Flor Loca's base, so it has +2 power. If my action is transferred to one of my minions on the same base, does Flor Loca keep its +2 power?

A: Unless there's still another one of your actions on another player's minion there, then no. Flor Loca's requirement is that one of your actions needs to be on another player's minion on the same base. If that's not fulfilled, then Flor Loca doesn't have +2 power from its ability.

Rule: Do exactly what the card says.

Q: If there are two of other players' minions there that each have one of my actions on it, does Flor Loca get +2 power twice? Same thing if another player's minion there has two of my actions on it?

A: No to both, Flor Loca only gets +2 power. No matter how many minions there are and how many of your actions are on them, as long as there's at least one other player's minion there with at least one of your actions on it, it's enough to activate Flor Loca's ability.

Rule: Do exactly what the card says.

Q: It gets +2 power if another player's minion there has "one of my actions" on it. Does it also get +2 power if there's an action that I own but don't control on the minion? For example if another player played one of my play-on-minion actions with Mass Enchantment. I don't control it but I "own" it, so it's "my" action, right?

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

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

Q: If Powerful Set-Up is on another player's minion on Flor Loca's base, does Flor Loca get +2 power? +1 power? or +3 power?

A: +3 power. Powerful Set-Up gives +1 power to all your minions, including Flor Loca. Then, because you do have an action on another player's minion there, Flor Loca gets +2 power from its own ability. Therefore Flor Loca gets +3 power total.

Rule: Do exactly what the card says.

Rule: If there are no limits, there are no limits.


Questions on Yellow Demon[]

Q: What is a Set-Up action?

A: It's an action that has Set-Up in its name, namely Powerful Set-Up, Quick Set-Up and Smart Set-Up.

Rule: Check Yellow Demon's clarification.

Q: It doesn't say to shuffle my deck, so I don't have to shuffle it at all, right?

A: No, you have to shuffle your deck because you searched through it. That's now an integral part of the rules.

Rule: After searching a deck it must be shuffled.

Q: It's so broken! It doesn't tell me to prove that I picked a Set-Up action from my deck, so I can cheat, put a strong card in my hand and nobody can check if I did it, right?

A: Actually, when you search your deck for a card, it is now part of the rules that you have to reveal the searched card.

Rule: If you “search” a deck or discard pile for a card you must reveal the card chosen.

Q: If I (somehow) search for (and therefore reveal) a Set-Up action I don't own, what happens?

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

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

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

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

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


Questions on Cheap Pop[]

Q: What is a Set-Up action?

A: It's an action that has Set-Up in its name, namely Powerful Set-Up, Quick Set-Up and Smart Set-Up.

Rule: Check Cheap Pop's clarification.

Q: Do I really get power if a Set-Up action, whether mine or another player's, is on any minion on that base, whether mine or another player's?

A: Yes, the card just requires any player's Set-Up action on any player's minion on that base to grant you +4 power. It can even be the minion you want to give power to!

Rule: "A minion" means "any minion in play".

Rule: If there are no limits, there are no limits.

Q: I play this while there is a Set-Up action on a minion there so the minion gets +4 power. If the Set-Up action is no longer there later on that turn, what happens? It gets +2 power instead?

A: No, it keeps the +4 power until the end of the turn. The presence of the Set-Up action is just a requirement for when you play the card, but once it gets +4 power, it keeps it for the rest of the turn.

Rule: 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.

Rule: Check Quick Draw's clarification as they are functionally similar.

Q: I play this while there isn't a Set-Up action on a minion there so the minion gets +2 power. Later in the turn, if a Set-Up action is played on a minion there, what happens? It gets +4 power instead?

A: No, it keeps the +2 power until the end of the turn. The presence of the Set-Up action is just a requirement for when you play the card, but once it gets +2 power, it keeps it for the rest of the turn.

Rule: 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.

Rule: Check Quick Draw's clarification as they are functionally similar.

Q: Can you boost the power of a minion in stasis?

A: No, cards in stasis cannot be affected by cards that do not explicitly state they work on cards in stasis.

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

Q: Can Cheap Pop work with Spirit of the Forest?

A: No, Spirit of the Forest only works with abilities that say "OR" in upper case. Besides, "OR" abilities allow a clear distinction between its two parts; each can be taken separately and still make sense. Here, "or" separates "Give one of your minions +2 power until the end of the turn" and "+4 power instead if a minion there has a Set-Up action on it". Doing "+4 power instead if a minion there has a Set-Up action on it" doesn't mean anything by itself because of the "instead" not standing for anything without the other part. You could argue that the player has to try and make sense of how to "use both parts" of its ability, but how would they decide between "the minion gains +2 power and then +4 power as well", and "the minion first gaining +2 power, and then replacing that +2 power with a +4 power because Cheap Pop has it gain that amount instead of the +2 power". Besides, the player trying to make sense of an ability goes against a fundamental rule of Smash Up that they just have to do what the cards say, and the Spirit of the Forest says "OR", while Cheap Pop says "or".

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

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

A: - If Diva copies it, Diva is considered as indirectly affected by the action and gets the same amount of power.
- If Dancing King copies it onto a minion (it can be itself), that minion is considered as indirectly affected by the action and gets the same amount of power.
- If We are Family copies it, the minion it is on is considered as indirectly affected by the action and gets the same amount of power.
- With Funky Town, you can only copy it if you're the one who played the action and if it affects one of your minions, but if Funky Town does copy it, the minion is considered as indirectly affected by the action and gets the same amount of power.

Rule: Do exactly what the card says.


Questions on Out for the Count[]

Q: If I return an action I control but don't own, is it still put in my hand? And is the minion still destroyed?

A: No and yes. It's returned to its owner's hand, or in the case of a treasure minion, it's discarded in the treasure discard pile. On the other hand, the minion's destruction is independent of you successfully returning an action to your hand, so the minion will be destroyed as long as it had one or more of your actions on it.

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

Rule: Effects are resolved entirely.

Q: I can choose a minion with "one of my actions" on it. Can I choose a minion with an action that I own but don't control on it? For example if another player played one of my play-on-minion actions with Mass Enchantment. I don't control it but I "own" it, so it's "my" action, right?

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

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

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

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

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

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

A: - If Diva copies it (and it can copy it even if it doesn't have any of your actions on it), Diva is considered as indirectly affected by the action and is destroyed. Note that you don't return a second action for Diva, because that part was already resolved before the part that you can copy.
- If Dancing King copies it onto a minion (it can be itself and it can copy it even if the minion that gets the copy doesn't have any of your actions on it), that minion is considered as indirectly affected by the action and is destroyed. Note that you don't return a second action for that minion, because that part was already resolved before the part that you can copy.
- If We are Family copies it (and it can copy it even if the minion it is on doesn't have any of your actions on it), the minion it is on is considered as indirectly affected by the action and is destroyed. Note that you don't return a second action for that minion, because that part was already resolved before the part that you can copy.
- With Funky Town, you can only copy it if you're the one who played the action and if it destroys one of your minions, but if Funky Town does copy it (and it can copy it even if the minion that gets the copy doesn't have any of your actions on it), the minion is considered as indirectly affected by the action and is destroyed. Note that you don't return a second action for that minion, because that part was already resolved before the part that you can copy.

Rule: Do exactly what the card says.


Questions on Pin[]

Q: I have one action on a minion, so I play Pin on it. If the other action leaves play or is transferred to another minion, is Pin removed?

A: No. "Play on a minion with one of your actions on it" is only a requirement for playing the card. Once it's in play, it remains there until something explicitly removes it.

Rule: Non-standard actions remain in play as long as the card they are connected to remains in play.

Q: I can play it on a minion with "one of my actions" on it. Can I play it on a minion with an action that I own but don't control on it? For example if another player played one of my play-on-minion actions with Mass Enchantment. I don't control it but I "own" it, so it's "my" action, right?

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

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

Q: Does it also cancel the abilities of actions on the minion?

A: No, a minion's abilities are the ones printed on the card and those given to it by certain abilities (e.g. Copycat, Potion of Redundancy Potion, Flighterizer, The Touch, Passengers). The abilities of actions on it are separate from the minion's abilities. Besides, if that was the case, Pin would also have its abilities cancelled, which would make it useless.

Rule: A play-on-minion action doesn't give an ability to the minion it is attached to.

Q: What happens if I play this on an uncontrolled monster (on which I have an action of course)?

A: The monster's ability is cancelled, however the second part of Pin's Ongoing ability won't apply because it doesn't have any controller. It will however become relevant if another player takes control of the monster, in which case the monster won't add its power to its controller's total as written.

Rule: Do exactly what the card says.

Q: What does "its power isn’t added to its controller’s total power here" mean? Is it the same as reducing its power to 0?

A: It's not the same as reducing its power to 0. The minion is still considered as having its modified power for cards that target minions of a certain power. You just don't count the minion when you calculate the total power of its controller. However, the minion still helps break the base it's on! For example, if you play it on a minion of power 5, it's still considered as a minion of power 5, so it can't be targeted by Seeing Stars, but it can be targeted by Justice Friends. When you check if its base scores, you do add its power when determining the total power there. And when the base scores, this minion isn't counted when you calculate its controller's total power there. In the case of an uncontrolled monster, nothing happens.

Rule: Do exactly what the card says.

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

Rule: Check Pin's clarification.

Q: My minion has a Pin on it. Does it still count as being there for Starlyte, Megabot or Group Hug?

A: Of course, the minion is still there and you still have control of it, i.e. it is still "your" minion.

Rule: Do exactly what the card says.

Q: If I cancel the ability of a Spartan or a Hammerhead, does it also lose its +1 power counters?

A: No. It just means that they don't activate their abilities anymore, but the +1 power counters remain.

Rule: Cancelling (or losing) an effect does not necessarily undo what it did.

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

A: It doesn't interact with them at all, because it says "Play on a minion with one of your actions on it", which means that it is not a standard action.

Rule: Definition of "standard".


Questions on Powerful Set-Up[]

Q: I can only play this on another player's minion. If it's later transferred to one of my minions, is it discarded?

A: No. "Play on another player’s minion" is only a requirement for playing the card. Transferring a card is not playing it, so the requirement doesn't matter.

Rule: Non-standard actions remain in play as long as the card they are connected to remains in play.

Rule: Check Powerful Set-Up's clarification.

Q: I can only play this card on another player's minion. If I do, whose minions get the buff?

A: The action's controller's minions. By default, an action's controller is the player who played it. Even if they play it on another player's minion, they are still the action's controller and so "you" refers to them.

Rule: If you play an action on another player's minion, you're still the action's controller.

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

Q: It gives +1 power to "each of my minions". Does it also give +1 power to minions I own that I don't control? I don't control them but I "own" them, so they are "my" minions, right?

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

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

Q: Can you play it on a minion in stasis?

A: No, cards in stasis cannot be affected by cards that do not explicitly state they work on cards in stasis.

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

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

A: It doesn't interact with them at all, because it says "Play on another player’s minion", which means that it is not a standard action.

Rule: Definition of "standard".


Questions on Quick Set-Up[]

Q: I can only play this on another player's minion. If it's later transferred to one of my minions, is it discarded?

A: No. "Play on another player’s minion" is only a requirement for playing the card. Transferring a card is not playing it, so the requirement doesn't matter.

Rule: Non-standard actions remain in play as long as the card they are connected to remains in play.

Q: I can only play this card on another player's minion. If I do, who gets the extra action?

A: The action's controller. By default, an action's controller is the player who played it. Even if they play it on another player's minion, they are still the action's controller and so "you" refers to them.

Rule: If you play an action on another player's minion, you're still the action's controller.

Rule: "You" on a minion, action or titan means the controller of the card.

Q: Do I get an extra action on each of my turn?

A: No, it doesn't say either Talent, Ongoing or Special, so you only get the extra action on the turn you play it.

Rule: On-play abilities are resolved only once and have no further effect.

Q: Wait, it has no Ongoing, Talent or Special ability, isn't it a mistake? If not, what good does this card do?

A: The purpose of this card is to have an action on another player's minion, an integral part of the Luchadors' strategy. Its extra action is there to allow you to play another action on the same turn, for example one that requires such an action like Pin or Out for the Count.

Rule: Do exactly what the card says.

Q: When you play a card on a minion BUT IT DOES NOT include the word Ongoing, does the card still stay on the minion or do only cards with "Play on a minion. Ongoing: etc...." stay on their minion?

A: Actions that are played on a minion (with an Ongoing ability or not) remain on the minion until something explicitly tells you to destroy or return it, or until the minion leaves play.

Rule: Non-standard actions remain in play as long as the card they are connected to remains in play.

Q: Can you play it on a minion in stasis?

A: No, cards in stasis cannot be affected by cards that do not explicitly state they work on cards in stasis.

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

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

A: It doesn't interact with them at all, because it says "Play on another player’s minion", which means that it is not a standard action.

Rule: Definition of "standard".


Questions on Reversal[]

Q: What is a Set-Up action?

A: It's an action that has Set-Up in its name, namely Powerful Set-Up, Quick Set-Up and Smart Set-Up.

Rule: Check Reversal's clarification.

Q: I can destroy "any number of my actions" on the minion. Can I destroy an action that I own but don't control on it? For example if another player played one of my play-on-minion actions with Mass Enchantment. I don't control it but I "own" it, so it's "my" action, right?

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

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

Q: Does taking control of a minion before its base scores change anything at all? Don't we only get VPs based on the power we had at the start of scoring?

A: Actually, the amount of VPs each player gets is determined by the power each player currently has when you are handing out VPs, so any before-scoring abilities (including this one) that affect how much power you have on the base will affect the amount of VPs you'll eventually get.

Rule: VPs are awarded according to the current power totals.

Q: Before a base scores, I play this card and destroy actions on the minion, which causes the total power there to go below the breakpoint. This ends the scoring, right?

A: You're mistaken here. Once a base has been chosen to score, you keep scoring it even if the total power on it drops below its breakpoint because of before-scoring abilities. (Only a couple of things can really prevent a base from scoring, but this isn't one of them.)

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

Q: I can only play this if "I am not winning". If I have nothing on the base, I'm not even competing for the base's VPs (I have neither minion, nor at least 1 total power), so can I even play this card?

A: Of course. Are you winning on the base? No, then you are definitely "not winning". You do not need a minion, nor at least 1 power to play this card. Otherwise it would have specified it.

Rule: If there are no limits, there are no limits.

Q: Can I play it from stasis before a base scores?

A: No, while in stasis, the only abilities that can do anything are the ones that explicitly state that they do something there.

Rule: Abilities of cards in stasis do not work unless they refer to stasis.

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

A: - If Diva copies it (and it can copy it even if it has no Set-Up action on it), Diva is considered as indirectly affected by the action and its control is given to the action player. Note that it won't copy the destruction of the actions on it because that doesn't count as directly affecting it, and that part is resolved as written, in that case "Destroy any number of your actions on that minion." should be understood as "Destroy any number of your actions on the minion that was directly affected."
- If Dancing King copies it onto a minion (it can be itself and it can copy it even if the minion that gets the copy has no Set-Up action on it), that minion is considered as indirectly affected by the action and its control is given to the action player. Note that it won't copy the destruction of the actions on the minion because that doesn't count as directly affecting it, and that part is resolved as written, in that case "Destroy any number of your actions on that minion." should be understood as "Destroy any number of your actions on the minion that was directly affected."
- If We are Family copies it (and it can copy it even if the minion it has no Set-Up action on it), the minion it is on is considered as indirectly affected by the action and its control is given to the action player. Note that it won't copy the destruction of the actions on the minion because that doesn't count as directly affecting it, and that part is resolved as written, in that case "Destroy any number of your actions on that minion." should be understood as "Destroy any number of your actions on the minion that was directly affected."
- It is impossible for Funky Town to copy that action's effect because for Funky Town to copy it, you must be the one playing the action and it must directly affect a minion you already control, and since you already control it, its controller won't change and the action would have done nothing that counts as affecting, therefore not triggering Funky Town.

Rule: Do exactly what the card says.


Questions on Señor Muchoslam vs the Monsters[]

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

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

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

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

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

Rule: Do exactly what the card says.


Questions on Smart Set-Up[]

Q: I can only play this on another player's minion. If it's later transferred to one of my minions, is it discarded?

A: No. "Play on another player’s minion" is only a requirement for playing the card. Transferring a card is not playing it, so the requirement doesn't matter.

Rule: Non-standard actions remain in play as long as the card they are connected to remains in play.

Q: I can only play this card on another player's minion. If I do, who draws a card?

A: The action's controller. By default, an action's controller is the player who played it. Even if they play it on another player's minion, they are still the action's controller and so "you" refers to them.

Rule: If you play an action on another player's minion, you're still the action's controller.

Rule: "You" on a minion, action or titan means the controller of the card.

Q: When do I get to draw a card? When I play a minion there? When another player plays a minion there? When the minion's controller plays a minion there?

A: After the first time in a turn that any player (you included) plays a minion there.

Rule: Do exactly what the card says.

Rule: If there are no limits, there are no limits.

Q: I already have 10 cards in hand. Another player plays a minion there, so I draw an 11th card, do I immediately discard down to 10?

A: You don't discard any card until your next Draw 2 Cards phase (so not any Draw 2 Cards phase!). At that point, you will indeed need to draw two cards and discard down to 10 if you have more than 10. That's the only moment where you must discard down to 10. At any other time, you keep your hand of cards. So, if this is played on another player's turn, you keep all your cards and can therefore play your next turn with more than ten cards in hand.

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

Q: Can you play it on a minion in stasis?

A: No, cards in stasis cannot be affected by cards that do not explicitly state they work on cards in stasis.

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

Q: If an Argonaut is played there instead of an action, do I still get to draw a card?

A: Yes. Playing an Argonaut, whether as a minion or instead of an action, still counts as playing a minion. It IS a minion after all.

Rule: Do exactly what the card says.

Q: On the same turn, a minion is played on the same base as the minion with Smart Set-Up, therefore triggering Smart Set-Up's ability. Then either the minion with Smart Set-Up is moved to another base, or Smart Set-Up itself is transferred to another minion on another base. Still on the same turn, another minion is played on that new base. Does it trigger Smart Set-Up's ability again? Or does Smart Set-Up only trigger once per turn?

A: Smart Set-Up triggers a second time. That's because when a minion is first played on a base, that's (obviously) the first minion on that base, but not necessarily the first overall minion of the turn if another minion was played elsewhere this turn. So, when the second minion is played, it's indeed the second minion of the turn, but it's also the first played minion on that base. This is enough to trigger Smart Set-Up. On a side note, Smart Set-Up doesn't (really) have a once per turn limitation, otherwise it would actually say "once per turn".[1]

Rule: 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.

Q: On the same turn, a minion is played on the same base as the minion with Smart Set-Up, therefore triggering Smart Set-Up's ability. Then either Smart Set-Up is transferred to another minion on the same base, or Smart Set-Up is returned and replayed on a minion (the same or another) on the same base (e.g. by returning it with Out for the Count and replaying it with Señor Muchoslam's talent). Still on the same turn, another minion is played on that same base again. Does it trigger Smart Set-Up's ability again? Or does Smart Set-Up only trigger once per turn?

A: Smart Set-Up doesn't trigger again. That's because when the second minion is played, that's (obviously) the second minion on that base, regardless of any consideration about Smart Set-Up. So, Smart Set-Up just can't trigger. Even if you play the second minion immediately after Smart Set-Up is played or in your case replayed, it may be the first minion it "witnesses" being played, that's still objectively the second played minion on that base. This is a similar situation as playing Spartan or Jason after playing your first action on the turn. Even if you immediately play a second action after playing those minions, and even though it's the first action play they "witness" after they arrive into play, it's still your second action of the turn and they won't trigger. This is addressed in their clarification.

Rule: Do exactly what the card says.

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

A: It doesn't interact with them at all, because it says "Play on another player’s minion", which means that it is not a standard action.

Rule: Definition of "standard".


Questions on Tag-Team[]

Q: I must play the extra minion on a bases "where I have a minion". Is it enough if there is just a minion there that I own but don't control? I don't control it but I "own" it, so I "have" it, right?

A: No. "Where you have a minion" means "where you control at least one minion (whether or not you own it)". Minions you just own but don't control don't count.

Rule: "Having" cards at a base means you control them.

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

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

Rule: Do exactly what the card says.

Trivia[]

  • The artist is Francisco Rico Torres, who also designed the art of many other factions.
  • Within the World Tour series, this faction represents Mexico.
  • Their divider features Flor Loca.
  • Yellow Demon is a reference to Blue Demon.
  • Luchadors were one of the top 32 nominated factions for "The Smash Up: It's Your Fault contest". They lost to Greek Myth.
  • A Crypt Looter is about to be hurt by Flor Loca in Quick Set-Up.
  • The Count and a Monster are being wrestled by Señor Muchoslam in Señor Muchoslam vs the Monsters.
  • A Hammerhead got thrown by Señor Muchoslam in Powerful Set-Up.
  • Red Trooper is about to get clotheslined by Capa Roja in Smart Set-Up.
  • Power Maid is being Pinned by Flor Loca.
  • Two Aliens are fighting each other in Reversal.
  • A Penguin can be seen in the audience of Cheap Pop.
  • The Burst and Dancing King are present in Tag-Team.
  • Powerful Set-Up, Quick Set-Up and Smart Set-Up are the first non-standard actions that can only be played on another player's minion.
  • Quick Set-Up is the first non-standard action that has no Ongoing, Talent or Special ability.
  • Pin is the first card that can make a minion stop contributing power to its controller's total power, while still contributing power toward breaking its base.

In other languages[]

Language Name Translation (if different)
Chinese 墨西哥摔角手 Mexican Wrestlers
French Luchadors
German Luchadores


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

References[]

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