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Hammerhead

The most perfect killing machines. Predators that have evolved to the apex of their realm. And now they want our realm! Sharks are coming on land to show that they have what it takes to be at the top of the food chain in and out of the water. Just when you thought it was safe to go back to the convenience store…

- It’s Your Fault! rulebook

The Sharks are one of the 5 factions from the It’s Your Fault! set.

The Sharks focus on destroying minions and gaining advantages after each kill.

Other factions from the same set: Dragons, Mythic Greeks, Superheroes, Tornados.

Cards[]

Sharks

The Sharks 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. Additionally, there are several abilities that can boost the power of minions beyond its base value.

Among their actions, there are:

  • 1 play-on-minion action: Chum,
  • 5 play-on-base actions: Blood in the Water (2x), Dangerous Waters, Week of Sharks (2x),
  • 4 standard actions (all of them affect one or more minions): Air Jaws, Feeding Frenzy, Freakin’ Laser Beam, Torn Apart,
  • 0 actions that directly increase a minion's power.

Minions[]

1x Megalodon - power 5 - You may destroy a minion of power 4 or less here. Special: Before this base scores, you may destroy a minion here of power 3 or less. FAQ

2x Great White - power 4 - Talent: Move this minion to another base and destroy a minion there of power 2 or less. FAQ

3x Hammerhead - power 3 - Ongoing: After a minion here is destroyed, place a +1 power counter on this minion. FAQ

4x Mako - power 2 - Special: After you destroy a minion on any base, you may play this minion there as an extra minion. FAQ

Actions[]

1x Air Jaws - Move one of your minions to another base, then destroy a minion there of power 3 or less. FAQ

2x Blood in the Water - Play on a base. Ongoing: After a minion is destroyed here, you may play a minion here of power 3 or less as an extra minion. FAQ

1x Chum - Play on a minion. Ongoing: After a minion is destroyed, place a +1 power counter on this minion. FAQ

1x Dangerous Waters - Play on a base. Talent: Choose a minion here. It gets -2 power until the end of the turn. FAQ

1x Feeding Frenzy - Choose a base. Destroy any number of minions there of power 2 or less. FAQ

1x Freakin’ Laser Beam - Choose one of your minions. Destroy a minion with equal or lower power at your minion’s base. FAQ

1x Torn Apart - Destroy a minion of power 3 or less and draw a card. FAQ

2x Week of Sharks - Play on a base. Ongoing: If you have a minion here, draw an extra card at the end of your turn. Only use one Week of Sharks ability each turn. FAQ

Titan[]

Sharks titan
(available in the 10th Anniversary set)

1x Helicoprion - Special: While this titan is not in play, at the start of your turn or after any minion is destroyed, place a counter on this titan. Then if there are four or more counters on it, you may remove the counters and play it. Ongoing: Once per turn, after you destroy any player's minion, you may either move this titan to the minion's base and add its power to your total there until the end of the turn, or place a +1 power counter on this titan. Talent: Shuffle a minion of power 3 or less from your discard pile into your deck, OR search your deck and/or discard pile for a Mako and place it into your hand. FAQ

Sharks

Bases[]

Clarifications[]

Here are the official clarifications as they appear in the It’s Your Fault! rulebook:

Chum: The minion destroyed can be at any base.

Hammerhead: If several minions at its base are destroyed at once, it gets a power counter for each one.

Mako: If you draw Mako because of Torn Apart, you may also play it immediately. (added by The Bigger Geekier Box)

Mechanics[]

Sharks specialized in destruction and buffing. Sharks are not only capable of destroying low level target but they have the ability to get stronger the more minions destroy. Mako and Hammerhead give you some advantages as Mako allow player to play them as extra minion if player destroy a minion while Hammerhead get a 1 power counter for each minion destroy as well. Great White and Megalodon give you an ability to destroy minion as well. Action such as Blood in the Water, Chum, Week of Sharks and Feeding Frenzy give you some advantages for each minion you kill. However, their downside is that their only role is destruction so they have lack of support and control cards.

External Strategy Guides[]

FAQ[]

Questions on Megalodon[]

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 Megalodon, 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 Megalodon isn't in play, there's no "this base" that the condition can refer to. So Megalodon 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: Does losing a minion 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, Megalodon destroys a minion there, 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: Before Megalodon's base scores, I have the opportunity to activate its ability, but I choose not to. If another player then plays a minion (e.g. Shinobi, Hidden Ninja), can I then activate Megalodon and destroy it? I haven't used it after all.

A: Unfortunately no, Megalodon was in play, which means that when the before scoring step starts, its ability is triggered and must be resolved in the order decided by the current player. If the current player chooses to resolve Megalodon's ability, you have to decide if you want to use it or not (because it says "you may"). If you choose not to do it, it still counts as having been resolved.

A: Update. Yes, because Megalodon has an optional ability, so when resolving the before-scoring step, after resolving all mandatory before-scoring abilities in play, all the players take turns playing/invoking one optional ability or passing. So if a player plays a minion during the latter step, when it's your turn to use an optional ability or pass, you can indeed invoke Megalodon's ability and destroy that minion, but only if you haven't previously invoked Megalodon's ability during that same step.

Rule: When resolving card reactions, resolve mandatory cards that were triggered while in play first, then resolve triggered optional cards in play and in hand.

Rule: When an ability is triggered, it's resolved once per trigger.


Questions on Great White[]

Q: If there's no minion of power 2 or less on the base I want to move to, does it mean that I can't move Great White at all?

A: No, you can still move it, it's just that no minion is destroyed on the base.

Rule: Effects are resolved entirely.

Q: If there's a minion or power 2 or less, do I have to destroy it? Even my own?

A: Yes and yes. It doesn't say "you may" so you must destroy a minion there.

Rule: If the ability doesn't say "you may", you must do it.

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

Q: If Great White can't be moved (e.g. Entangled), what happens?

A: Great White doesn't move and you must destroy a minion of power 2 or less on its base.

Rule: Effects are resolved entirely.

Rule: "Can't" trumps "can".

Q: Great White is on the same base as an enemy Flock. If I use Great White's talent and move it to another base, when does the Flock move? Before or after I need to destroy a power-2 minion?

A: After. According to the Card Resolution Order, you must wait until the card's ability is entirely resolved to trigger card reactions. So you must fully resolve Great White's ability before moving the Flock. The Flock is then safe.

Rule: Effects are resolved entirely.

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

Rule: Check the Card Resolution Order.


Questions on Hammerhead[]

Q: If several minions are destroyed at the same time on Hammerhead's base, does Hammerhead get only one counter or one counter per destroyed minion?

A: It gets one +1 power counter for each destroyed minion since its trigger is "After a minion here is destroyed", which means each individual destruction triggers it.

Rule: When an ability is triggered, it's resolved once per trigger.

Q: If Hammerhead's ability is cancelled, are the +1 power counters placed on it by its own ability removed?

A: No. When you place a +1 power counter, it's a definitive effect, so the +1 power counters remain even if the card that placed them has its ability cancelled (like drawing cards, if you play Enchantress, you're not going to discard the card you drew if Enchantress's ability is cancelled). Besides, how are you going to keep track of which +1 power counters were added by Hammerhead's ability and which ones were not (e.g. placed by Chum)? That would be very cumbersome.

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

Q: A minion is destroyed on a base where I have a Blood in the Water, if I play a Hammerhead as the power-3 minion, does it gain a +1 power counter from the destruction?

A: No. For a card in play to be triggered by the destruction, it must "witness" it, i.e. being present when the destruction happens (cards in hand are a special case, see Mako's clarification), even though the resulting reaction to the destruction is only resolved at a later step according to the Card Resolution Order.

Rule: For an ability to respond to a trigger, its card needs to be in play when the triggering event happens.

Rule: Check the Card Resolution Order.

Q: I destroy a minion on a base. Then I use a card to move a Hammerhead to that base on the same turn. Does it gain a +1 power counter from the destruction?

A: No. For a card in play to be triggered by the destruction, it must "witness" it, i.e. being present when the destruction happens (cards in hand are a special case, see Mako's clarification), even though the resulting reaction to the destruction is only resolved at a later step according to the Card Resolution Order.

Rule: For an ability to respond to a trigger, its card needs to be in play when the triggering event happens.

Rule: Check the Card Resolution Order.

Q: I play a Sprout. At the start of my next turn, I destroy it and play a Hammerhead in its stead. Does Hammerhead's ability trigger from Sprout's destruction?

A: No. For a card in play to be triggered by the destruction, it must "witness" it, i.e. being present when the destruction happens (cards in hand are a special case, see Mako's clarification), even though the resulting reaction to the destruction is only resolved at a later step according to the Card Resolution Order.

Rule: For an ability to respond to a trigger, its card needs to be in play when the triggering event happens.

Rule: Check the Card Resolution Order.


Questions on Mako[]

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 Mako, the condition is "After you destroy a minion on any base", this means that you can only play it after you successfully destroyed a minion in play on any player's turn. So Mako can indeed be played on any turn, but only after you've managed to destroy a minion on that turn.

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

Q: After I destroy a minion, can I play more than one Mako?

A: Yes.

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

Q: A minion is destroyed on a base where I have a Blood in the Water, if I play an Enchantress as the extra minion and draw a Mako, can I play Mako?

A: Yes. Mako's clarification suggests that you can still play it even if you draw it after the destruction happens. That's because other players can't check whether the Mako was present or not in your hand when the minion was destroyed.

Rule: Mako's clarification.

Q: I play a Sprout. At the start of my next turn, I destroy it and play a Water Lily in its stead and draw a Mako. Can I play Mako?

A: Yes. Mako's clarification suggests that you can still play it even if you draw it after the destruction happens. That's because other players can't check whether the Mako was present or not in your hand when the minion was destroyed.

Rule: Check Mako's clarification.

Q: I play a card that forces other players to destroy their own minion (e.g. Unfathomable Goals, Bear Hug, Griefer). Can I activate Mako's ability and play it?

A: No. Mako's ability can only be triggered after you destroy a minion. When you play these cards, you make other players destroy their minions, so they are the ones who destroyed them, not you. On the other hand, if your opponent played a similar card and made you destroy one of your minions, then you can activate Mako's ability.[1]

Rule: If a card specifies another player to carry out an effect, that player gets the credit for the effect, not the card player.

Q: So the rulebook says Copycat can copy any type of abilities, including Special. So after another player destroys a minion, if they play a Mako as a Special, I can copy the Mako's ability and play Copycat, right? Same question about Wil Wheaton, Snuggly Bear, Argonaut, Fan, Deputy, etc.

A: No, Copycat's ability is an on-play ability, which means you only resolve it if you play Copycat first. In your scenario, you invoke Copycat's ability while it's out of play and then use it to play Copycat, which isn't possible because you can only copy an ability by first playing Copycat. A Copycat's ability cannot be used to play the Copycat itself because playing it is required to invoke its copy ability in the first place.

Rule: An on-play ability happens when you play its card.

Q: Can I play it from stasis after I destroy a minion?

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.


Questions on Air Jaws[]

Q: If there's no minion of power 3 or less on the base I want to move to, does it mean that I can't move any minion there at all?

A: No, you can still move it, it's just that no minion is destroyed on the base.

Rule: Effects are resolved entirely.

Q: If there's a minion or power 3 or less, do I have to destroy it? Even my own?

A: Yes and yes. It doesn't say "you may" so you must destroy a minion there.

Rule: If the ability doesn't say "you may", you must do it.

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

Q: If the chosen minion can't be moved (e.g. Entangled), what happens?

A: The minion doesn't move and you must destroy a minion of power 3 or less on its base.

Rule: Effects are resolved entirely.

Rule: "Can't" trumps "can".

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

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

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

Q: The minion I move was on the same base as an enemy Flock. When does the Flock move? Before or after I need to destroy a power-3 minion?

A: After. According to the Card Resolution Order, you must wait until the card's ability is entirely resolved to trigger card reactions. So you must fully resolve Air Jaws before moving the Flock. The Flock is then safe.

Rule: Effects are resolved entirely.

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

Rule: Check the Card Resolution Order.

Q: Using Air Jaws, I move a minion to a base with an enemy Imperial Dragon. Can I destroy the Imperial Dragon before my opponent can draw a card? Or do they draw a card before I can destroy it?

A: Short answer: Actually, you destroy it before your opponent draws a card, but they will definitely draw one! Long answer: Because of the order of the effects, you must move your minion before you can destroy Imperial Dragon, so during that split-second before the destruction is resolved, Imperial Dragon did "witness" another player moving a minion to its base, so it's definitely triggered and so its ability will be resolved no matter what and its controller at the time of destruction will draw a card, even if it's no longer in play. This is confirmed by similar card rulings, such as Death Wisher's ability resolving after its own destruction despite it being an Ongoing ability and while no longer being in play, or Secret Agent's ability resolving even after an action destroys it.

A: UPDATE: Imperial Dragon is destroyed and the other player doesn't draw a card, that's because while moving the minion triggers it, it's the rest of the action that caused the Imperial Dragon to leave play, so it won't trigger.

Rule: 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.

Q: Can you move a minion from stasis to a base?

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: Air Jaws affects minions at two different moments. First when you move one of your minions, and then when you destroy a minion. When you use any of the effect-copying cards, each one may only copy one of the two effects, either the move or the destruction, not both. Of course, if you have several effect-copying cards that are triggered, you may have each one copy a different effect.
If you choose to copy the move:
- If Diva copies it, Diva is considered as indirectly affected by the action and is moved to the same base as the minion that was directly moved. Note that moving an additional minion doesn't give you an additional destruction effect. The rest is resolved as written and there's no dependence on the number of minions that were moved.
- If Dancing King copies it onto a minion (it can be itself), that minion is considered as indirectly affected by the action and is moved to the same base as the minion that was directly moved. Note that moving an additional minion doesn't give you an additional destruction effect. The rest is resolved as written and there's no dependence on the number of minions that were moved.
- If We are Family copies it, the minion it is on is considered as indirectly affected by the action and is moved to the same base as the minion that was directly moved. Note that moving an additional minion doesn't give you an additional destruction effect. The rest is resolved as written and there's no dependence on the number of minions that were moved.
- With Funky Town, you can only copy it if you're the one who played the action, but if Funky Town does copy it, the minion is considered as indirectly affected by the action and is moved to the same base as the minion that was directly moved. Note that moving an additional minion doesn't give you an additional destruction effect. The rest is resolved as written and there's no dependence on the number of minions that were moved.
If you choose to copy the destruction:
- If Diva copies it (and it can copy it even if its power is more than 3), Diva is considered as indirectly affected by the action and is destroyed.
- If Dancing King copies it onto a minion ((it can be itself and it can copy it even if the power of the minion that gets the copy is more than 3), that minion is considered as indirectly affected by the action and is destroyed.
- If We are Family copies it (and it can copy it even if the power of the minion it is on is more than 3), the minion it is on is considered as indirectly affected by the action and is destroyed.
- 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 (and it can copy it even if the power of the minion that gets the copy is more than 3), the minion is considered as indirectly affected by the action and is destroyed.

Rule: Do exactly what the card says.


Questions on Blood in the Water[]

Q: An opponent plays this card on a base, so if a minion is destroyed there, each player is allowed to play an extra minion, right? It gives the base another ability after all, and base abilities apply to all players.

A: No. Your opponent played the action, so they control it, and therefore the action only addresses them and the ability must be interpreted from their point of view. So "you" means "they" (i.e. your opponent). Also, the card is just attached to the base, it doesn't give the base another ability.

Rule: A play-on-base action doesn't give an ability to the base that any player can use.

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

Q: Can this trigger on other players' turns?

A: Yes, it doesn't say "on your turn", so it's also active during other players' turns and can be triggered then.

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

Q: A minion is destroyed on a base where I have a Blood in the Water, if I play a Hammerhead as the power-3 minion, does it gain a +1 power counter from the destruction?

A: No. For a card in play to be triggered by the destruction, it must "witness" it, i.e. being present when the destruction happens (cards in hand are a special case, see Mako's clarification), even though the resulting reaction to the destruction is only resolved at a later step according to the Card Resolution Order.

Rule: For an ability to respond to a trigger, its card needs to be in play when the triggering event happens.

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 base", which means that it is not a standard action.

Rule: Definition of "standard".


Questions on Chum[]

Q: If Chum is removed from play (e.g. destroyed, returned, etc.) or has its ability cancelled, are the +1 power counters placed by its ability removed?

A: No. When you place a +1 power counter, it's a definitive effect (like drawing cards, if you play Enchantress, you're not going to discard the card you drew if Enchantress is destroyed or has its ability is cancelled), so the +1 power counters remain even if the card that placed them is removed from play or has its ability cancelled. Besides, how are you going to keep track of which +1 power counters were added by Chum's ability and which ones were not (e.g. if you're playing Sharks Giant Ants or Sharks Mad Scientists)? That would be very cumbersome.

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

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

Q: An opponent played this card on one of their minions. If I transfer it to one of my minions, e.g. with Tinx or Rules Lawyer, do I also transfer the +1 power counters gained from Chum to my minion? Also, I suppose from now on, I will place a +1 power counter on my minion after each time a minion is destroyed.

A: No for transferring the counters. When you place a +1 power counter, it's a definitive effect, so the +1 power counters remain on that minion even if the card that placed them is transferred to another. Besides, how are you going to keep track of which +1 power counters were added by Chum's ability and which ones were not (e.g. if you're playing Sharks Giant Ants or Sharks Mad Scientists)? That would be very cumbersome. Also, transferring an action doesn't make you its controller and transferring it to a different player's minion doesn't grant that player control of the action. The action's controller simply doesn't change. So, the player who played it still controls it, and therefore the action only addresses them and the ability must be interpreted from their point of view. So "place..." means "they place". In summary, each time a minion is destroyed, they will place a +1 power counter on your minion.

Rule: When you transfer an action, it doesn't change controller.

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 a minion", which means that it is not a standard action.

Rule: Definition of "standard".


Questions on Dangerous Waters[]

Q: It doesn't say that minions have a minimum power of 0 like other cards (e.g. Glymmer, Poison, Sleep Spores). So a minion's power can go negative with this card, right?

A: No. Those other cards only reminded you of the general rule that "minion power is never reduced below zero". Even if the card doesn't remind you of it, it's still one of the rules of Smash Up that you must keep in mind.

Rule: Minion power is never reduced below zero.

Q: An opponent plays this card on a base, so on my turn I can use its talent, right?

A: No. Your opponent played the action, so they control it, and therefore only they can use its talent.

Rule: A play-on-base action doesn't give an ability to the base that any player can use.

Rule: A card's talent can only be used by that card's controller.

Q: If Dangerous Waters is removed from play before its ability expires, does the minion lose the -2 power?

A: No.

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.

Q: I use Dangerous Waters's talent. If Dangerous Waters is transferred to another base, can I activate it again?

A: No. A talent can only be activated once on each of your turns, even if you transfer it to another base, it's still the same card that was activated and therefore, you can't activate it again for now.

Rule: Each talent can be activated once on each of your turns.

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 base", which means that it is not a standard action.

Rule: Definition of "standard".


Questions on Feeding Frenzy[]

Q: Can I destroy the minions one at a time? There may be situations where destroying a minion of power 2 or less reduces the power of another minion (e.g. Microbot Fixer, Microbot Alpha), so a minion of power 3 can then become power 2 and be destructible.

A: No, the minions are all destroyed at the same time. You first evaluate the power of each minion there, then select any number of minions whose current power is 2 or less. All the minions you chose are then destroyed at the same time. If that reduces the power of other minions there to 2 or less, they aren't destroyed.

Rule: When a single effect makes one player affect multiple cards, they are all affected at the same time.

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 its power is more than 2), Diva is considered as indirectly affected by the action and is destroyed.
- If Dancing King copies it onto a minion (it can be itself and it can copy it even if the power of the minion that gets the copy is more than 2), that minion is considered as indirectly affected by the action and is destroyed. Note that if several minions are destroyed, Dancing King only triggers once and allows you to destroy only one additional minion, not one per affected minion.
- If We are Family copies it (and it can copy it even if the power of the minion it is on is more than 2), the minion it is on is considered as indirectly affected by the action and is destroyed.
- 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 power of the minion that gets the copy is more than 2), the minion is considered as indirectly affected by the action and is destroyed. Note that if several minions are destroyed, Funky Town only triggers once and allows you to destroy only one additional minion, not one per affected minion.

Rule: Do exactly what the card says.


Questions on Freakin’ Laser Beam[]

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

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

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

Q: Can I destroy one of my minions? And what if the minion I choose is the only minion on its base?

A: Yes, you can destroy any minion on its base as long as it is of power equal or less than the chosen minion. You can even destroy the very minion you chose since it is a minion of equal power (obviously). If it's the only minion on its base, you also must destroy it since the ability is mandatory.

Rule: Do exactly what the card says.

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

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

A: - If Diva copies it, Diva is considered as indirectly affected by the action and is destroyed, regardless of Diva's power. Note that you can only copy the destruction; merely choosing a minion doesn't count as affecting it so you can't copy that part.
- If Dancing King copies it onto a minion (it can be itself), that minion is considered as indirectly affected by the action and is destroyed, regardless of the minion's power. Note that you can only copy the destruction; merely choosing a minion doesn't count as affecting it so you can't copy that part.
- If We are Family copies it, the minion it is on is considered as indirectly affected by the action and is destroyed, regardless of the minion's power. Note that you can only copy the destruction; merely choosing a minion doesn't count as affecting it so you can't copy that part.
- With Funky Town, you can only copy it if you're the one who played the action and if you destroy one of your minions, but if Funky Town does copy it, the minion is considered as indirectly affected by the action and is destroyed, regardless of the minion's power. Note that you can only copy the destruction; merely choosing a minion doesn't count as affecting it so you can't copy that part.

Rule: Do exactly what the card says.


Questions on Torn Apart[]

Q: If the card I draw is a Mako, can I play it immediately because I destroyed a minion before that?

A: Yes, well not "immediately", only during the step where you resolve card in hand that react to whatever happened.

Rule: Check Mako's clarification.

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: Can you destroy 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: - If Diva copies it (and it can copy it even if its power is more than 3), Diva is considered as indirectly affected by the action and is destroyed. Note that you resolve the rest of the ability exactly as written and only draw one card, not one per affected minions. Indeed, the drawing part is independent on the number of destroyed minions.
- If Dancing King copies it onto a minion (it can be itself and it can copy it even if the power of the minion that gets the copy is more than 3), that minion is considered as indirectly affected by the action and is destroyed. Note that you resolve the rest of the ability exactly as written and only draw one card, not one per affected minions. Indeed, the drawing part is independent on the number of destroyed minions.
- If We are Family copies it (and it can copy it even if the power of the minion it is on is more than 3), the minion it is on is considered as indirectly affected by the action and is destroyed. Note that you resolve the rest of the ability exactly as written and only draw one card, not one per affected minions. Indeed, the drawing part is independent on the number of destroyed minions.
- 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 power of the minion that gets the copy is more than 3), the minion is considered as indirectly affected by the action and is destroyed. Note that you resolve the rest of the ability exactly as written and only draw one card, not one per affected minions. Indeed, the drawing part is independent on the number of destroyed minions.

Rule: Do exactly what the card says.


Questions on Week of Sharks[]

Q: An opponent plays this card on a base, so if I have a minion there, I draw a card at the end of my turn, right?

A: No. Your opponent played the action, so they control it, and therefore the action only addresses them and the ability must be interpreted from their point of view. So "you" means "they" (i.e. your opponent), "your turn" means "their turn" and "(you) draw" means "they draw".

Rule: A play-on-base action doesn't give an ability to the base that any player can use.

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

Q: When is the card drawn?

A: The card says "at the end of your turn", which means during the End Turn phase of each of your turns.

Rule: "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.

Q: It only works "if I have a minion" on its base. Does it also work if there are only minions there that I own but don't control? I don't control them but I "own" them, so I "have" them, right?

A: No. "If you have a minion" means "if 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: If I already have 10 cards in hand when I draw the extra card, do I discard down to 10?

A: No. You only discard down to 10 during the Draw Cards phase (phase 4) of your turn. With Week of Sharks, the card is drawn after this phase is passed, so you don't discard down to 10.

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.

Rule: "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.

Q: I play Great White on a base with my Week of Sharks. So, I have a minion there. Using Great White's talent, I move it somewhere else. Do I still draw a card at the end of my turn?

A: No. You had a minion there, but not anymore. Currently having a minion is a condition for drawing the card, so you must have a minion there at the end of your turn to draw a card.

Rule: "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.

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 base", which means that it is not a standard action.

Rule: Definition of "standard".


Questions on Helicoprion[]

Main article: Titans

Q: The card says "Special" so I can use it outside of my turn, but why does the card also say "at the start of your turn"? Aren't Special playable at any time?

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 Helicoprion, there are two conditions. One is "at the start of your turn", which already restricts its usage during your Start Turn phase, not at any other times. Note that it's restricted to your Start Turn phase only, not any other phases of your turn either. The other condition is "after any minion is destroyed". This means that you can only play it after a minion is successfully destroyed on any player's turn, by any player. If that second condition is met, Helicoprion can indeed be played on any turn, but only after a minion has been successfully destroyed on that turn.

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

Rule: "At the start of your turn" means "during the Start Turn (phase 1) of each of your turns".

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

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

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

Q: I don't get its Ongoing ability. What does "add its power to your total there until the end of the turn" mean? Don't +1 power counters on a titan always add to your total power?

A: "its power" refers to the destroyed minion's power, not the titan's power. If you choose the first option, the destroyed minion's power is added to your own total power on its base. And you're right, +1 power counters on a titan are always added to your total power.

Rule: N/A

Q: When I destroy a player's minion, can I move Helicoprion to its base and place a +1 power counter on it?

A: No, if you choose the option of the +1 power counter, Helicoprion doesn't move. The choice is between "moving Helicoprion and add the destroyed minion's power to your total power" and "place a +1 power counter on Helicoprion".

Rule: Do exactly what the card says.

Q: If I destroy a player's minion and choose to move Helicoprion to its base to gain the destroyed minion's power, what happens it Helicoprion is then destroyed or moved elsewhere on the same turn? E.g. with They Say He’s Got to Go. Do I lose the added power?

A: You keep the added total power on the base where the minion was destroyed until the end 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.

Q: If I destroy a player's minion on Helicoprion's base, can I still gain the destroyed minion's power?

A: Yes, both Helicoprion's movement and the power gain are independent, so you can fail to move Helicoprion and the destroyed minion's power will still be added to your total power.

Rule: Effects are resolved entirely.

Trivia[]

In other languages[]

Language Name
French Requins
German Haie
Italian Squali
Russian Aкулы
Spanish Tiburones


It’s Your Fault!
Factions: Dragons  •  Mythic Greeks  •  Sharks  •  Superheroes  •  Tornados
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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