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Haich-Q

Turn of the century Canada *cue silent film piano*... the Great White North is protected by the noble Mounties and their... battle moose! The Mounties always get their man, no matter how devious, all while upholding the noble demeanor of Canada. They like to be around others, and it’s not just friendliness -- they are gathering their strength to take over.

- World Tour: International Incident rulebook

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

They focus on moving around, especially to bases with enemy minions, and gaining power, especially in the presence of enemy minions on their base.

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

Cards[]

Mountiecards


The Mounties have the usual 10 minions and 10 actions. The total minion base power (not counting any abilities) is slightly lower than usual at only 29 or an average of 2.9 per minion compared to the usual 30 and 3. There are several minions and actions that can boost the power of minions beyond their base value.

Among their actions, there are:

  • 2 play-on-minion actions: Battle Moose, Bring ‘Em In,
  • 1 play-on-base actions: Haich-Q,
  • 7 standard actions (7 that affect one or more minions, in bold): Always Get Our Man, Eh?, Move Aboot (2x), Power Poutine (2x), When Calls the Badge,
  • 7 actions that directly increase a minion's power: Eh?, Haich-Q, Move Aboot (2x), Power Poutine (2x), When Calls the Badge.

Minions[]

1x Mountie Major - power 4 - Ongoing: This minion has +1 power for each minion here controlled by the other player with the most minions here. FAQ

2x Northern Mover - power 4 - Talent: Choose one of your other minions. Move it to another base, OR give it +1 power until the end of the turn. FAQ

3x War Canuck - power 3 - Ongoing: If there is another player’s minion here, this minion has +1 power. FAQ

4x Dudlee - power 2 - Talent: Move this minion to a base with another player’s minion to give this minion +1 power until the end of the turn. FAQ

Actions[]

1x Always Get Our Man - Move one of your minions to a base with another player’s minion with less power to destroy that minion at the end of the turn. FAQ

1x Battle Moose - Play on one of your minions. Ongoing: Your minions here cannot be destroyed by other players’ cards. FAQ

1x Bring ‘Em In - Play on a minion. Ongoing: After this minion moves to another base, place a +1 power counter on it. FAQ

1x Eh? - Special: After you play your first action in a turn, you may play this card as an extra action. One of your minions gains +1 power until the end of the turn, and you may place this card back into your hand instead of the discard pile. FAQ

1x Haich-Q - Play on a base. Ongoing: Each of your minions here has +1 power. Talent: Move one of your minions to or from this base. FAQ

2x Move Aboot - Choose a base with another player’s minion. Move one of your minions from another base to there to give it +2 power until the end of the turn. FAQ

2x Power Poutine - Choose a base. Up to two of your minions there each gain +2 power until the end of the turn. FAQ

1x When Calls the Badge - Special: Play before a base scores. Each of your minions there gains +1 power until the end of the turn. FAQ

Mounties logo

Bases[]

Clarifications[]

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

Always Get Our Man: The power difference need only be true before the move. If it’s not true after the move (e.g. your minion moved away from Haich-Q), the other minion is still destroyed.

Mountie Major: Its power bonus can change as the number of minions of other players at its base changes. If there is a tie for the most minions, just add the tied number once.

Mechanics[]

The Mounties have two major mechanics: movement and power boost. Most of their movement abilities are limited to moving to bases where another player already has a minion and their power boost sometimes have a requirement of moving your minion first or there having other players' minions on their base.

External Strategy Guides[]

FAQ[]

Questions on Mountie Major[]

Q: How much power does it get if more than one opponent are tied for having the most minions on its base?

A: You choose one of them and Mountie Major gets +1 power for each of their minions until the tie is broken.

Rule: Check Mountie Major's clarification.

Q: I control Mountie Major. How much power does it get if I'm the player with the most minions on its base?

A: When determining its power boost, don't count yourself. You only take into account the number of minions each of your opponents have. It doesn't matter at all how many minions you have, only your opponent with the most minions will give Mountie Major a power boost.

Rule: "Other players" on a minion, action or titan means everyone except the controller of the card.


Questions on Northern Mover[]

Q: It tells me to choose "one of my other 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: If I choose to move the minion, I suppose it can only be moved to or from Northern Mover's base, right?

A: No, there's no such restriction, so you can choose a minion on any base and move it to any other base.

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

Q: Can I choose a minion in stasis?

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

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


Questions on War Canuck[]

Q: If another player has more than one minion there, does War Canuck get +2 power? +0 power? or +1 power? Same thing is more than one opponent have minions there.

A: +1 power. As long as at least one opponent has at least one minion there, War Canuck has +1 power. Its ability only depends on the presence of at least one opponent's minion, regardless of their number.

Rule: Do exactly what the card says.


Questions on Dudlee[]

Q: What happens if there are no opponent's minion in play? Can I move it to any base then?

A: Using its talent will do nothing since you'll have no eligible bases to move it to and since it wasn't moved, it won't get +1 power either.

Rule: 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".

Q: Can I choose an opponent's minion already on the same base as Dudlee? Will it still gain +1 power?

A: You can indeed choose to "move" it to the base where it already is if there's an opponent's minion there. However, Dudlee would have actually remained on its original base, which doesn't count as a move, therefore it won't get +1 power since that part is dependent on Dudlee effectively moving with its talent.

Rule: 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".

Q: Does Dudlee's talent let me move another players minion with him?

A: No, Dudlee only moves itself. The "with another player’s minion" clause is just a restriction on the destination base. If it was really meant to move itself and another player's minion, it would have said something like "move this minion and another player's minion here".

Rule: Do exactly what the card says.


Questions on Always Get Our Man[]

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: Which minion is destroyed? Mine or the other player's?

A: The other player's minion since "that minion" refers to the minion just mentioned, i.e. "another player’s minion".

Rule: Do exactly what the card says.

Q: What happens if there are no opponent's minion in play? Can I move my minion to any base then?

A: Resolving this card will do nothing since you'll have no eligible bases to move the minion to.

Rule: Do exactly what the card says.

Q: Can I choose an opponent's minion already on the same base as my minion? Will it still be destroyed?

A: You can indeed choose to "move" it to the base where it already is if there's an opponent's minion there. However, your minion would have actually remained on its original base, which doesn't count as a move, therefore the opponent's minion won't be destroyed at the end of the turn since that part is dependent on your minion effectively moving thanks to Always Get Our Man.

Rule: 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".

Q: When does Always Get Our Man destroy the minion it's attached to?

A: At the end of the turn the card is played (phase 5).

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: Why can't it destroy the minion immediately?

A: The minion could still contribute power toward breaking a base if you still want to score a base, then Always Get Our Man would ensure that the minion is destroyed at the end of the turn in case it was supposed to survive. (e.g. First Mate).

Rule : N/A

Q: My minion currently has more power than another player's minion on another base. If moving my minion would result in it having equal or less power than my opponent's minion, e.g. by moving it away from Haich-Q, Dragon Lands, etc., can I still move it? And will the other player's minion still be destroyed?

A: Yes and yes. You only check the power difference between the two minions before doing the move, and before the move, the other player's minion had indeed less power than yours. Then, since you were able to do the first part, the other player's minion will be destroyed at the end of the turn.

Rule: 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".

Rule : Check Always Get Our Man's clarification.

Q: My minion currently has equal or less power than another player's minion on another base. If moving my minion would result in it having more power than my opponent's minion, e.g. by moving it to Haich-Q, Dragon Lands, etc., can I still move it? And will the other player's minion still be destroyed?

A: No and no. You only check the power difference between the two minions before doing the move, and before the move, the other player's minion had the same or more power than yours so you can't move your minion. Then, since you weren't able to do the first part, the second part can't apply.

Rule: 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".

Rule : Check Always Get Our Man's clarification.

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: First of all, Always Get Our Man affects minions in two ways, first by moving one and then by destroying another at the end of the turn. 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 (and it can copy it regardless of its power), Diva is considered as indirectly affected by the action and is moved to the same base as the minion that was directly affected. Note that if Diva copies the move, it won't grant a second destruction to the action player.
- If Dancing King copies it onto a minion (it can be itself and it can copy it regardless of the power of the minion that gets the copy), that minion is considered as indirectly affected by the action and is moved to the same base as the minion that was directly affected. Note that if Dancing King copies the move, it won't grant a second destruction to the action player.
- If We are Family copies it (and it can copy it regardless of the power of the minion that gets the copy), 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 affected. Note that if We are Family copies the move, it won't grant a second destruction to the action player.
- With Funky Town, you can only copy it if you're the one who played the action and if it moves one of your minions away from Funky Town, but if Funky Town does copy it (and it can copy it regardless of the power of the minion that gets the copy), the minion is considered as indirectly affected by the action and is moved to the same base as the minion that was directly affected. Note that if Funky Town copies the move, it won't grant a second destruction to the action player.
If you choose to copy the destruction:
- If Diva copies it (and it can copy it regardless of its power), 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 regardless of the power of the minion that gets the copy), that minion is considered as indirectly affected by the action and is destroyed.
- If We are Family copies it (and it can copy it regardless of the power of the minion that gets the copy), the minion it is on is considered as indirectly affected by the action and is destroyed.
- It is impossible for Funky Town to copy that effect because you can only directly affect opponents' minions with it, which won't trigger Funky Town.

Rule: Do exactly what the card says.


Questions on Battle Moose[]

Q: It says to play it on "one of my minions". Can I play it on 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: It protects "my minions". Does it also protect 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: An opponent plays Bear Hug (or Unfathomable Goals, Griefer), forcing me to destroy one of my minions. Can I choose one of my minions on the same base as a minion with Battle Moose? If so, does Battle Moose protect it?

A: First of all, you can indeed choose any of your minions, but you must choose one if you have any in play. Secondly, since the cause of the affect is "another player's card", then yes, Battle Moose protects your minion from destruction.

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

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

A: - If you're asking about when Battle Moose is played, it doesn't interact with them at all, because it says "Play on one of your minions", which means that it is not a standard action.
- If you're asking about when you copy a destruction effect onto an opponent's minion with Battle Moose protecting it, then the minion isn't affected. Note that Battle Moose only protects against other player's cards, so if Battle Moose's controller plays a standard action that destroys a minion, you can copy it with Dancing King and have it affect one of that player's minion, bypassing Battle Moose's protection because the minion is considered as being affected by its own controller's action.
- If you're asking about when an opponent's minion with Battle Moose protecting it is directly destroyed by your standard action and you want to copy that, then it's not possible because the minion isn't destroyed by your action and because no minion was affected, you can't copy the effect.
- If you're asking about when an opponent's minion with Battle Moose protecting it is directly affected by that player's standard action and you want to copy that, then you can indeed copy it the same way.

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

Rule: Definition of "standard".


Questions on Bring ‘Em In[]

Q: Does it only gain the +1 power counter after I move the minion? Or any player?

A: It gains the +1 power counter after each time it is moved, regardless of who moves it.

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

Q: If the minion moves several times during the same turn, do I keep adding power counter to it?

A: Yes. After each time the minion is moved, Bring ‘Em In's ability is triggered, so a new +1 power counter is placed on it.

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

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

Q: If Bring ‘Em In 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 Bring ‘Em In's ability and which ones were not (e.g. if you're playing Mounties Giant Ants or Mounties 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: 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: 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 Bring ‘Em In to my minion?

A: No. 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 Bring ‘Em In's ability and which ones were not (e.g. if you're playing Mounties Giant Ants or Mounties Mad Scientists)? That would be very cumbersome.

Rule: +1 power counters are only placed, removed or transferred when a card tells you to do so.

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 Eh?[]

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 Eh?, the condition is "After you play your first action in a turn", this means that you can only play it after playing your first action on any player's turn. So Eh? can indeed be played on any turn, but only after you've managed to play your first action on that turn.

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

Q: Does Eh? count as being played "on a minion" on the turn it is played such as with Furious George or Clyde 2.0?

A: No, because it doesn't say "Play on a minion."

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

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 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 I play it from stasis after playing my first action?

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, Diva is considered as indirectly affected by the action and gets +1 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 +1 power. Note that while the action is restricted to a minion controlled by the action player, the effect's copy still works if applied to a minion not controlled by that player.
- If We are Family copies it, the minion it is on is considered as indirectly affected by the action and gets +1 power. Note that while the action is restricted to a minion controlled by the action player, the effect's copy still works if applied to a minion not controlled by that player.
- 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 +1 power.

Rule: Do exactly what the card says.


Questions on Haich-Q[]

Q: An opponent plays this card on a base, so if I have a minion there, it also gets +1 power, right? And I can also use this talent when it's my turn, right?

A: No and no. Your opponent played the action, so they control it, and therefore the action only addresses them, the ability must be interpreted from their point of view. So "your minions" means "their minions" and the talent can only be used by them.

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.

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

Q: It gives +1 power to "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: 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: 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 Move Aboot[]

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: Which minion gets the +2 power? Mine or the other player's?

A: Your minion since "it" refers to the minion just mentioned, i.e. "one of your minions".

Rule: Do exactly what the card says.

Q: What happens if there are no opponent's minion in play? Can I move my minion to any base then?

A: Resolving this card will do nothing since you'll have no eligible bases to move the minion to.

Rule: Do exactly what the card says.

Q: Can I choose the base my minion is already on if an opponent's minion is there? Will my minion still get +2 power?

A: No, you cannot choose your minion's own base. The reason is that when you strictly follow the card's effect, you can indeed choose any base as long as there's at least one other player's minion there. But once you've chosen the base, you must move one of your minions from another base to there, so your minion will necessarily come from a different base.

Rule: 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".

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

A: First of all, Move Aboot affects a minion twice, first by moving it and then by boosting its power. When you use any of the effect-copying cards, each one may only copy one of the two effects, either the move or the power boost, 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 affected. Note that if Diva copies the move, it won't copy the +2 power, so that part is resolved as written, in that case "give it +2 power until the end of the turn" should be understood as "give the minion that was directly affected +2 power until the end of the turn."
- 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 affected. Note that if Dancing King copies the move, it won't copy the +2 power, so that part is resolved as written, in that case "give it +2 power until the end of the turn" should be understood as "give the minion that was directly affected +2 power until the end of the turn."
- 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 affected. Note that if We are Family copies the move, it won't copy the +2 power, so that part is resolved as written, in that case "give it +2 power until the end of the turn" should be understood as "give the minion that was directly affected +2 power until the end of the turn."
- With Funky Town, you can only copy it if you're the one who played the action and if it moves one of your minions away from Funky Town, 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 affected. Note that if Funky Town copies the move, it won't copy the +2 power, both because that part is resolved as written, in that case "give it +2 power until the end of the turn" should be understood as "give the minion that was directly affected +2 power until the end of the turn" and because both the minion that was directly affected and the one that was indirectly affected are no longer on Funky Town.
If you choose to copy the power boost, the directly affected minion must end its move on a base with an effect-copying card for the effect to be copied:
- If Diva copies it, Diva is considered as indirectly affected by the action and gets +2 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 +2 power.
- If We are Family copies it, the minion it is on is considered as indirectly affected by the action and gets +2 power.
- 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 gets +2 power.

Rule: Do exactly what the card says.


Questions on Power Poutine[]

Q: It allows me to give +2 power to up to two of "my minions". Can I give it to 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: 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 +2 power, even if there were already two minions that were directly affected by Power Poutine.
- If Dancing King copies it onto a minion (it can be itself), that minion is considered as indirectly affected by the action and gets +2 power, even if there were already two minions that were directly affected by Power Poutine. Note that if several minions were directly affected, Dancing King only triggers once, not once per affected minions.
- If We are Family copies it, the minion it is on is considered as indirectly affected by the action and gets +2 power, even if there were already two minions that were directly affected by Power Poutine.
- 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 +2 power, even if there were already two minions that were directly affected by Power Poutine. Note that if several minions were directly affected, Funky Town only triggers once, not once per affected minions.

Rule: Do exactly what the card says.


Questions on When Calls the Badge[]

Q: Does boosting my minions' power 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: It gives +1 power to "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 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 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: If I play When Calls the Badge and then play another minion afterward (e.g. Shinobi, does the new minion get +1 power from the When Calls the Badge?

A: No, The Bigger Geekier Box now rules that it only increases the power of minions currently in play at the time the card is played, and not the power of minions played afterwards.

Rule: 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.

Q: I play When Calls the Badge and boost my minions. If an opponent manages to take control of one of my minions before When Calls the Badge expires (e.g. The Base Is Not Enough, Can Has Cheeseburger?), does the minion keep its boost?

A: Yes, because of how The Bigger Geekier Box now rules this kind of card, When Calls the Badge should be treated as giving the +1 power to all your minions as a definitive effect, so the restriction that only your minions are affected only matters when When Calls the Badge is played. Afterwards, if the minion's controller changes the +1 power still remains applied to it 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: How does this interact with the Disco Dancers' mechanic and Funky Town's ability?

A: - Diva can't copy it because it would already be directly affected by it.
- If Dancing King copies it onto a minion (it can be itself), that minion is considered as indirectly affected by the action and gets +1 power.
- If We are Family copies it, the minion it is on is considered as indirectly affected by the action and gets +1 power.
- Funky Town can't copy it because you need to be the one who played the action and so all your minions are already directly affected by it.

Rule: Do exactly what the card says.

Trivia[]

  • The artist is Victor Corbella, who also designed the art for the Shapeshifters (he was then credited as Víctor Pérez Corbella).
  • Within the World Tour series, this faction represents Canada.
  • Their divider features War Canuck.
  • Dudlee is a reference to Dudley Do-Right. As does the train rescue scene in Eh?.
  • “El Bandido” is being apprehended by Mountie Major and War Canuck in Always Get Our Man.
  • The man captured by Dudlee in Bring ‘Em In is a reference to Snidely Whiplash.
  • A Penguin can be seen in the trough in Haich-Q.

In other languages[]

Language Name Translation (if different)
Chinese 加拿大骑警 Canadian Mounted Police
French Police Montée Mounted Police
German Mounties


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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