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The bases are what the game is played on. There are 3-5 bases in play depending on the number of players. The number of bases is the number of players plus one. Each set generally comes with two bases for each faction (with World Tour: Culture Shock having an extra base for the Polynesian Voyagers and Dead Reckoning Promo consisting of just one promo base), although the connection between factions and bases is strictly thematic and sometimes even debatable. An easy way to distinguish which bases to which faction (to solve this issue) is to compare the design of the bases and factions. Unlike faction text, base text does not use the unique font found on the accompanying faction, but does share the same color scheme. Otherwise, you can refer to the pages of the different factions on this wiki or to the list below.

Each base has a breakpoint written in the top-left corner. When the combined total of power (including power of all minions, +1 power counters, abilities, and other power) on the base equals or exceeds the breakpoint during Phase 3 of the current player's turn, the base scores. See Phase 3 for how this works.

Each base has three large numbers written on it across the middle. These numbers are the VP rewards for the players with the most, second-most, and third-most power there, respectively, when the base scores. Any player with the fourth-most power gets nothing. See also Phase 3 for how to resolve ties in power.

After a base is scored, the base is put into the base discard pile and a new base is drawn from the base deck to take its place. Therefore, there are always the same number of bases in play at all times.

At the bottom of each base is written the base's ability. The rulebook describes the ability as "sort of a combination of Ongoing and Awesome." (before Smash Up: Marvel, it was "sort of a combination of Special, Ongoing, and Awesome"), but really it's just Ongoing. (The exception is Jungle Oasis, which has no ability.)

Cards[]

Core Set[]

CoreSet Bases

Aliens

  • The Homeworld - breakpoint 23 - VPs: 4 2 1 - After each time a minion is played here, its owner may play an extra minion of power 2 or less. FAQ
  • The Mothership - breakpoint 20 - VPs: 4 2 1 - After this base scores, the winner may return one of his or her minions of power 3 or less from here to his or her hand. FAQ

Dinosaurs

  • Jungle Oasis - breakpoint 12 - VPs: 2 0 0 - (no ability) FAQ
  • Tar Pits - breakpoint 16 - VPs: 4 3 2 - After each time a minion is destroyed here, place it at the bottom of its owner’s deck. FAQ

Ninjas

  • Ninja Dojo - breakpoint 18 - VPs: 2 3 2 - After this base scores, the winner may destroy any one minion. FAQ
  • Temple of Goju - breakpoint 18 - VPs: 2 3 2 - After this base scores, place each player’s highest power minion here on the bottom of its owner’s deck. FAQ

Pirates

  • The Grey Opal - breakpoint 17 - VPs: 3 1 1 - After this base scores, all players other than the winner may move a minion from here to another base instead of the discard pile. FAQ
  • Tortuga - breakpoint 21 - VPs: 4 3 2 - The runner up may move one of his or her minions to the base that replaces this base. FAQ

Robots

  • Factory 436-1337 - breakpoint 25 - VPs: 2 2 1 - When this base scores, the winner gains 1 VP for every 5 power that player has here. FAQ
  • The Central Brain - breakpoint 19 - VPs: 4 2 1 - Each minion here has +1 power. FAQ

Tricksters

  • Cave of Shinies - breakpoint 23 - VPs: 4 2 1 - After each time a minion is destroyed here, its owner gains 1 VP. FAQ
  • Mushroom Kingdom - breakpoint 20 - VPs: 5 3 2 - At the start of each player’s turn, that player may move one other player’s minion from any base to here. FAQ

Wizards

  • School of Wizardry - breakpoint 20 - VPs: 3 2 1 - After this base scores, the winner looks at the top three cards of the base deck, chooses one to replace this base, and returns the others in any order. FAQ
  • The Great Library - breakpoint 22 - VPs: 4 2 1 - After this base scores, all players with minions here may draw one card. FAQ

Zombies

  • Evans City Cemetery - breakpoint 20 - VPs: 5 3 2 - After this base scores, the winner discards his or her hand and draws five cards. FAQ
  • Rhodes Plaza Mall - breakpoint 24 - VPs: 0 0 0 - When this base scores, each player gains 1 VP for each minion that player has here. FAQ

Awesome Level 9000[]

AwesomeLevel9000 Bases

Bear Cavalry

  • Field of Honor - breakpoint 18 - VPs: 3 2 1 - When one or more minions here are destroyed, the player who destroyed them gains 1 VP. FAQ
  • Tsar’s Palace - breakpoint 22 - VPs: 5 3 2 - Minions of power 2 or less cannot be played here. FAQ

Ghosts

  • Haunted House - breakpoint 18 - VPs: 4 3 2 - After a player plays a minion here, that player must discard a card. FAQ
  • The Dread Gazebo - breakpoint 20 - VPs: 4 2 1 - Players cannot play actions on this base. FAQ

Killer Plants

  • Secret Grove - breakpoint 21 - VPs: 3 2 1 - On your turn, you may play one extra minion of power 2 or less here. FAQ
  • The Greenhouse - breakpoint 24 - VPs: 4 2 1 - The winner may search his or her deck for a minion and play it on the base that replaces this one. FAQ

Steampunks

  • Inventor’s Salon - breakpoint 22 - VPs: 4 2 1 - The winner may take an action from his or her discard pile and place it in his or her hand. FAQ
  • Workshop - breakpoint 20 - VPs: 4 2 1 - When a player plays an action card on this base, that player may play an extra action. FAQ

The Obligatory Cthulhu Set[]

TheObligatoryCthulhuSet Bases

Elder Things

  • Antarctic Base - breakpoint 24 - VPs: 5 3 2 - Players cannot play more than one minion on this base each turn. FAQ
  • Plateau of Leng - breakpoint 18 - VPs: 3 2 1 - After the first time a player plays a minion here each turn, they can play an extra minion of the same name here. FAQ

Innsmouth

  • Innsmouth - breakpoint 23 - VPs: 5 3 2 - After each time a minion is played here, its owner may place one card from any player’s discard pile on the bottom of their deck. FAQ
  • Ritual Site - breakpoint 20 - VPs: 4 2 2 - After this base scores, all minions on it are shuffled into their owners’ decks instead of their discard piles. FAQ

Minions of Cthulhu

  • Mountains of Madness - breakpoint 20 - VPs: 6 4 3 - After each time a minion is played here, its owner draws a Madness card. FAQ
  • R’lyeh - breakpoint 18 - VPs: 4 2 1 - At the start of each player’s turn, that player may destroy one of their minion’s here. If they do, they gain 1 VP. FAQ

Miskatonic University

  • Asylum - breakpoint 16 - VPs: 3 1 1 - After each time a minion is played here, its owner may return a Madness card from their hand to the Madness deck. FAQ
  • Miskatonic University - breakpoint 24 - VPs: 3 3 2 - After this base scores, the winner may search their hand and discard pile for any number of Madness cards, and return them to the Madness deck. FAQ

Science Fiction Double Feature[]

ScienceFictionDoubleFeature Bases

Cyborg Apes

  • Monkey Lab - breakpoint 23 - VPs: 4 2 1 - Minions here get +1 power for each action played on them. FAQ
  • Primate Park - breakpoint 20 - VPs: 3 2 1 - The winner may place his or her actions played on minions here back into his or her hand. FAQ

Shapeshifters

  • Faceless City - breakpoint 20 - VPs: 4 2 1 - Once per turn, after you play a minion here, search your deck for a copy of that minion, reveal it, and place it into your hand. Shuffle your deck. FAQ
  • The Vats - breakpoint 15 - VPs: 3 1 1 - You may not play a minion here that has the same name as another minion here. FAQ

Super Spies

  • ISI’s Swingin’ Pad - breakpoint 21 - VPs: 4 2 1 - The winner may look at the top three cards of his or her deck and return them in any order. FAQ
  • Secret Volcano Headquarters - breakpoint 18 - VPs: 4 3 2 - Before this base scores, all players reveal the top card of their decks. Play all revealed minions here. FAQ

Time Travelers

  • Portal Room - breakpoint 22 - VPs: 2 3 1 - The winner takes an extra turn after the current turn ends. FAQ
  • The Nexus - breakpoint 19 - VPs: 3 3 2 - The winner replaces this base with a base of his or her choice from the base discard pile, if possible. FAQ

The Big Geeky Box[]

See The Bigger Geekier Box.

Monster Smash[]

MonsterSmash Bases

Giant Ants

  • Egg Chamber - breakpoint 17 - VPs: 3 1 1 - Minions here with +1 power counters cannot be destroyed. FAQ
  • The Hill - breakpoint 23 - VPs: 4 2 1 - At the start of each player’s turn, that player may move one of his or her minions from any base to here. FAQ

Mad Scientists

  • Golem Schloß - breakpoint 22 - VPs: 3 3 2 - The winner places a +1 power counter on each of his or her minions. FAQ
  • Laboratorium - breakpoint 25 - VPs: 5 3 3 - The first minion played here each turn gets a +1 power counter. FAQ

Vampires

  • Castle Blood - breakpoint 18 - VPs: 3 1 1 - After you play a minion here, if another player has more power here than you do, you may place a +1 power counter on that minion. FAQ
  • Crypt - breakpoint 20 - VPs: 4 2 2 - When one or more minions here are destroyed the player who destroyed them may place a +1 power counter on one of his or her minions here. FAQ

Werewolves

  • Moot Site - breakpoint 15 - VPs: 2 1 0 - The first minion played here each turn gains +2 power until the end of the turn. FAQ
  • Standing Stones - breakpoint 20 - VPs: 4 2 1 - During your turn, one of your minions here can use its Talent twice. FAQ

Pretty Pretty Smash Up[]

PrettyPrettySmashUp Bases

Fairies

  • Enchanted Glen - breakpoint 20 - VPs: 4 2 1 - After you play an action on a minion here, draw a card. FAQ
  • Fairy Circle - breakpoint 26 - VPs: 4 3 2 - After the first time you play a minion here each turn, you may play an extra minion here or play an extra action. FAQ

Kitty Cats

  • Cool Cats’ Alley - breakpoint 18 - VPs: 3 2 1 - Once during your turn, you may destroy one of your minions here to draw a card. FAQ
  • The House of Nine Lives - breakpoint 20 - VPs: 4 2 1 - If a minion at another base would be destroyed, its owner may move it here instead. FAQ

Mythic Horses

  • Equaria - breakpoint 25 - VPs: 5 3 2 - After you play a minion here, you may move one of your minions from another base to here. FAQ
  • Pony Land - breakpoint 18 - VPs: 3 2 1 - If you have two or more minions here, your minions here cannot be destroyed. FAQ

Princesses

  • Beautiful Castle - breakpoint 22 - VPs: 4 2 1 - Minions here with power 5 or greater are not affected by opponents’ cards. FAQ
  • Ice Castle - breakpoint 15 - VPs: 3 2 2 - Minions cannot be played here. FAQ

Smash Up: Munchkin[]

Munchkin Bases

Clerics

  • Hotel of Holiness - breakpoint 15 - VPs: 4 3 2 - 2 Monsters - After this base scores, place minions here on top of their owners’ decks, in any order, instead of the discard pile. FAQ
  • Whack-A-Ghoul - breakpoint 12 - VPs: 3 2 1 - 3 Monsters - After an undead monster is played here, place it on the bottom of the monster deck. FAQ

Dwarves

  • The Mines - breakpoint 18 - VPs: 4 2 1 - 2 Monsters - Minions here have +1 power for each treasure on them. FAQ
  • Treasure Bath - breakpoint 12 - VPs: 2 0 0 - 1 Monster - After the first time each turn that you play a minion here, draw a treasure card. FAQ

Elves

  • Helper’s Hollow - breakpoint 17 - VPs: 3 2 1 - 2 Monsters - During each player’s turn, other players’ minions here have +1 power. FAQ
  • Treehouse - breakpoint 15 - VPs: 4 2 1 - 2 Monsters - After you play a minion here, choose another player. That player may draw a card. FAQ

Halflings

  • Birthday Party - breakpoint 20 - VPs: 4 2 1 - 1 Monster - If you do not have a minion here, you cannot play a minion on another base. FAQ
  • Subterranean Lair - breakpoint 23 - VPs: 5 3 2 - 1 Monster - On your turn, if you have no minions on this base, you may play an extra minion here. FAQ

Mages

  • Dimension Doors - breakpoint 20 - VPs: 4 2 1 - 1 Monster - Each turn, after the first time you play a minion here, you may discard a card to play an extra minion here. FAQ
  • Mage’s Tower - breakpoint 18 - VPs: 4 3 2 - 1 Monster - After you play a minion here, you may draw a card. FAQ

Orcs

  • Garrison - breakpoint 12 - VPs: 3 2 1 - 2 Monsters - When this base scores, if the total of all players’ power here is 22 or more, the players with the top three totals each gain 1 VP. FAQ
  • The Pits - breakpoint 16 - VPs: 4 2 1 - 2 Monsters - Minions here are not affected by other players’ actions. FAQ

Thieves

  • The Coffers - breakpoint 18 - VPs: 4 2 1 - 2 Monsters - When this base scores, each player with a minion here draws a treasure card. FAQ
  • Thieves’ Guild - breakpoint 19 - VPs: 4 3 2 - 1 Monster - After you play a treasure on this base or on a minion here, draw a card. FAQ

Warriors

  • Bastion - breakpoint 11 - VPs: 3 2 2 - 3 Monsters - After you destroy a monster here, draw a treasure card. FAQ
  • The Gauntlet - breakpoint 14 - VPs: 5 3 2 - 3 Monsters - After a monster here is destroyed, play a monster here. FAQ

It’s Your Fault![]

ItsYourFault Bases

Dragons

  • Dragon’s Lair - breakpoint 18 - VPs: 2 2 1 - The winner draws 3 cards. FAQ
  • Wyrm’s Desolation - breakpoint 20 - VPs: 5 3 2 - Each minion here has -1 power. FAQ

Mythic Greeks

  • Oracle at Delphi - breakpoint 18 - VPs: 4 2 1 - After you play a minion here, reveal the top card of your deck. If it is an action, draw it; otherwise return it. FAQ
  • Wooden Horse - breakpoint 21 - VPs: 3 2 1 - After any player plays an action, he or she may give a minion here +2 power until the end of the turn. FAQ

Sharks

  • Shark Reef - breakpoint 20 - VPs: 4 2 1 - After a minion is destroyed here, the player that destroyed it may place a +1 power counter on one of their minions. FAQ
  • The Deep - breakpoint 16 - VPs: 3 2 2 - After you play a minion of power 4 or more here, you may destroy a minion with less power here. FAQ

Superheroes

  • Converted Cave - breakpoint 18 - VPs: 4 3 2 - Minions of power 2 or less cannot be destroyed here except by their controller. FAQ
  • Crystal Fortress - breakpoint 19 - VPs: 3 1 1 - After you play a minion here, you may place a minion from your discard pile on the bottom of your deck. FAQ

Tornados

  • Tornado Alley - breakpoint 25 - VPs: 4 3 2 - After the first time you play a minion here each turn, you may move another minion to here from another base. FAQ
  • Trailer Park - breakpoint 20 - VPs: 4 2 1 - After you move a minion to here, place a +1 power counter on it. FAQ

Cease and Desist[]

CeaseAndDesist Bases

Astroknights

  • Hive of Scum and Villainy - breakpoint 18 - VPs: 4 2 1 - After the first time each turn that you play an action that directly increases the power of one of your minions here, draw a card. FAQ
  • No-Moon™ - breakpoint 25 - VPs: 5 3 3 - Before this base scores, place a random other base and all cards on it in the discard pile. Replace it with the top card of the base deck. FAQ

Changerbots

  • Changing Room - breakpoint 22 - VPs: 5 3 2 - After a minion here uses a talent, it gains +1 power until the end of the turn. FAQ
  • Unicrave - breakpoint 19 - VPs: 0 0 0 - Before this base scores, replace it with the top card of the base deck. Keep all cards on it, discard this card, and keep scoring. FAQ

Ignobles

  • Spikey Chair Room - breakpoint 20 - VPs: 4 2 1 - At the end of any turn that a player has played at least one minion here, they may destroy a minion they own to draw a card. FAQ
  • Wintersquashed - breakpoint 16 - VPs: 2 4 1 - After you play a minion here, you may give control of it to another player. FAQ

Star Roamers

  • Neutral Space - breakpoint 18 - VPs: 3 2 1 - Minions here are not affected by other players’ minions here. FAQ
  • USS Undertaking - breakpoint 22 - VPs: 4 2 1 - At the start of your turn, you may move one of your minions to here, or from here to another base. FAQ

What Were We Thinking?[]

WhatWereWeThinking Bases

Explorers

  • Ancient Temple - breakpoint 20 - VPs: 4 2 1 - At the start of your turn, if you have only one minion here, it gains +5 power while it is here until the end of the turn. FAQ
  • City of Gold - breakpoint 16 - VPs: 3 1 1 - At the start of your turn, if you have a minion here, gain 1VP. FAQ

Grannies

  • Grandma’s House - breakpoint 25 - VPs: 5 3 2 - After you play a minion here, look at the top card of your deck. Place it on the top or bottom of your deck. FAQ
  • Retirement Community - breakpoint 20 - VPs: 4 2 1 - After this base scores, each player may place one of their minions here on the top or bottom of their deck instead of the discard pile. FAQ

Rock Stars

  • Lake Minnetonka - breakpoint 26 - VPs: 5 3 2 - After you play or move a minion to here, it gains +1 power until the end of the turn. FAQ
  • Palooza - breakpoint 27 - VPs: 6 4 3 - Before this base scores, each player may move one of their minions to here. FAQ

Teddy Bears

  • Out in the Woods - breakpoint 18 - VPs: 3 2 1 - Before this base scores, each minion here gains +1 power until the end of the turn. FAQ
  • Under the Bed - breakpoint 22 - VPs: 4 2 1 - On your turn, you may play an extra minion of power 2 or less here if you have played one or more minions at other bases this turn. FAQ

All Stars Event Kit[]

See The Bigger Geekier Box.

Big in Japan[]

BigInJapan Bases

Itty Critters

  • Critter Combat Club - breakpoint 23 - VPs: 4 3 1 - You may play an extra minion of power 2 or less here on your turn. If you control it at the end of the turn, place it on the bottom of your deck. FAQ
  • Itty City - breakpoint 20 - VPs: 3 1 1 - After the first time you play a minion here each turn, you may shuffle a random minion from your discard pile into your deck. FAQ

Kaiju

  • Kaiju Island - breakpoint 22 - VPs: 4 2 1 - Titans here do not make other titans leave. Each titan here adds +3 power to its controller’s power here. FAQ
  • Tokyo - breakpoint 25 - VPs: 5 3 2 - After you play an action on this base, you gain +3 power here until the end of the turn. FAQ

Magical Girls

  • Akihabara High - breakpoint 20 - VPs: 3 2 1 - After you play a minion here, your other minions here gain +1 power until the end of the turn. FAQ
  • Q Point - breakpoint 25 - VPs: 5 4 3 - Before this base scores, each player destroys all of their minions and actions on this base but one card total. FAQ

Mega Troopers

  • Juice Bar - breakpoint 20 - VPs: 3 2 1 - Before this base scores, each player with a minion here gains +2 power here for each special ability they use before scoring. FAQ
  • Moon Dumpster - breakpoint 24 - VPs: 4 2 2 - After this base is played, each player reveals the top card of their deck. If it is a minion,they may play it here as an extra minion. FAQ

Smash Up Sheep Promo[]

See 10th Anniversary.

That ’70s Expansion[]

That70sExpansion Bases

Disco Dancers

  • Boogie Wonderland - breakpoint 21 - VPs: 4 2 1 - After a player plays a standard action that affects one or more of their minions here, they draw a card. FAQ
  • Funky Town - breakpoint 23 - VPs: 4 3 2 - Once per turn, when your standard action directly affects one or more of your minions here, you may have it affect another of your minions here the same way. FAQ

Kung Fu Fighters

  • Ancient Dojo - breakpoint 25 - VPs: 5 4 3 - After you play a minion here, place a +1 power counter on each of your minions here with less power than that minion. FAQ
  • Tournament Site - breakpoint 19 - VPs: 2 0 0 - When this base scores, the winner gains 1VP for each player with no power here. FAQ

Truckers

  • The Greasy Spoon - breakpoint 20 - VPs: 4 2 1 - When an action played on this base would go to the discard pile, shuffle it into its owner’s deck instead. FAQ
  • Truck Stop - breakpoint 18 - VPs: 3 2 1 - At the start of your turn, you may transfer an action played on another base to here, or from here to another base. FAQ

Vigilantes

  • Hideout - breakpoint 18 - VPs: 3 1 1 - Minions here cannot be affected by other players’ cards. FAQ
  • The Mean Streets - breakpoint 25 - VPs: 5 3 2 - After a player plays an action that affects a card here, each other player may place a +1 power counter on a minion here. FAQ

The Bigger Geekier Box[]

TheBiggerGeekierBox Bases

Geeks

Previously found in The Big Geeky Box.
  • TableTop - breakpoint 20 - VPs: 4 2 1 - The winner draws 3 cards, then discards 2 cards. FAQ
  • The Con - breakpoint 24 - VPs: 5 3 2 - When a minion is played here, other minions here of that faction gain +1 power until the end of the turn. FAQ

Smash Up All Stars

Previously found in the All Stars Event Kit.
  • Locker Room - breakpoint 23 - VPs: 3 2 2 - At the start of your turn, if you have a minion here, draw a card. FAQ
  • Stadium - breakpoint 17 - VPs: 3 2 1 - After a minion here is destroyed, its controller draws a card. FAQ

Oops, You Did It Again[]

OopsYouDidItAgain Bases

Ancient Egyptians

  • Pyramids - breakpoint 21 - VPs: 4 2 1 - On your turn, you may bury a card from your hand here. FAQ
  • Star Portal - breakpoint 17 - VPs: 3 1 1 - After a card is buried here or an action is played on this base, its controller draws a card. FAQ

Cowboys

  • Saloon - breakpoint 20 - VPs: 3 2 1 - After a minion here is destroyed, each player with a minion here may draw a card. FAQ
  • So-So Corral - breakpoint 19 - VPs: 4 2 1 - After you play a minion here, it may duel another player’s minion here. Destroy the losing minion. FAQ

Samurai

  • Sakura Garden - breakpoint 18 - VPs: 3 2 1 - Each turn, the first time one of your minions here goes to the discard pile, draw a card. FAQ
  • Shogun’s Palace - breakpoint 23 - VPs: 4 3 1 - After you play a minion here, it may duel another player’s minion here. The controller of the winning minion draws two cards. FAQ

Vikings

  • Drakkar - breakpoint 21 - VPs: 4 2 1 - The first time each turn a player plays a minion here, they may reveal the top card of another player’s deck. If it is an action, or a minion of power 3 or less, they may place it into their hand. FAQ
  • Longhouse - breakpoint 25 - VPs: 5 3 2 - On your turn, you may place a card from your hand on top of your deck to give one of your minions here +2 power until the end of the turn. FAQ

World Tour: International Incident[]

Basecards

Luchadors

  • Ringside - breakpoint 21 - VPs: 4 2 1 - After you play an action that directly affects another player’s minion here, draw a card. FAQ
  • The Squared Circle - breakpoint 18 - VPs: 3 1 1 - After the first time you play a minion here each turn, you may place a random action from your discard pile into your hand. FAQ

Mounties

  • Great White North, Eh? - breakpoint 21 - VPs: 2 3 1 - Before this base scores, each player may move one of their minions from here to another base and give it +1 power until the end of turn. FAQ
  • Strategic Syrup Reserve - breakpoint 23 - VPs: 4 2 1 - After you play a minion here, you may move another player’s minion to here from a base where you have a minion. FAQ

Musketeers

  • Bastion Saint-Gervais - breakpoint 25 - VPs: 5 4 3 - Once per turn after you play an action that directly affects one of your minions here, you may play an extra action. FAQ
  • The Golden Lily - breakpoint 18 - VPs: 3 2 2 - At the end of your turn, if you have a minion here, draw a card. FAQ

Sumo Wrestlers

  • Heya Training Stable - breakpoint 23 - VPs: 4 2 1 - At the start of your turn, you may discard a card to place a +1 power counter on one of your minions here. FAQ
  • The Dohyo - breakpoint 17 - VPs: 3 2 1 - After the first time you play a minion here on your turn, you may move another player’s minion from here to another base. FAQ

Smash Up Penguins[]

PenguinsBases

Penguins

  • Ice Floe - breakpoint 20 - VPs: 3 2 1 - At the start of your turn, you may place one of your minions here on the bottom of your deck to play a minion off the top of your deck as an extra minion. FAQ
  • The Colony - breakpoint 24 - VPs: 4 2 1 - After the first time you play a minion here on your turn, you may play a minion off the top of your deck here as an extra minion. FAQ

World Tour: Culture Shock[]

WTCSBases

Anansi Tales

  • Anansi’s Web - breakpoint 17 - VPs: 3 2 1 - If you have a minion here, after the first time each turn you play a standard action, you may place it into another player’s hand instead of the discard pile to draw two cards. FAQ
  • Storyteller’s Hut - breakpoint 24 - VPs: 4 2 1 - On your turn, you may play an extra action to place a counter on this card. This base’s breakpoint is reduced by 2 for each of those counters. FAQ

Ancient Incas

  • Cuzcu - breakpoint 30 - VPs: 5 3 2 - This base’s breakpoint is reduced by 3 for each action on it. FAQ
  • Machu Picchu - breakpoint 20 - VPs: 4 2 1 - After you play an action on this base, draw a card. FAQ

Grimms’ Fairy Tales

  • Gingerbread House - breakpoint 21 - VPs: 4 2 1 - Before this base scores, each player may choose two of their minions here with the same power to gain +2 power until the end of the turn. FAQ
  • Woodland Cottage - breakpoint 19 - VPs: 3 1 1 - Once per turn, after you play a minion here, search your deck for a minion of power 3 or less and place it into your hand. FAQ

Polynesian Voyagers

  • Island Chain - breakpoint 17 - VPs: 3 1 1 - After this base scores, replace it with two bases instead of one. FAQ
  • Island Peak - breakpoint 23 - VPs: 4 2 1 - At the start of your turn, if you have exactly one minion here, place a +1 power counter on it. FAQ
  • Tropical Paradise - breakpoint 20 - VPs: 3 2 1 - If each player has one or more minions on this base, its starting breakpoint is 0. FAQ

Russian Fairy Tales

  • Giant Turnip - breakpoint 30 - VPs: 5 3 3 - This base’s breakpoint is reduced by 1 for each minion on it. FAQ
  • Transformation Spring - breakpoint 19 - VPs: 4 2 1 - Once during your turn, after you play a minion here, you may place it on the bottom of its owner's deck to play a minion off the top of your deck here as an extra minion. FAQ

Dead Reckoning Promo[]

See 10th Anniversary.

Smash Up: Marvel[]

Bases

Avengers

  • Avengers Tower - breakpoint 22 - VPs: 4 2 1 - Characters here of power 5 or more are not affected by other players' actions. FAQ
  • Stark’s Lab - breakpoint 18 - VPs: 3 2 1 - After you play a character here, you may place a character from your discard pile on the bottom of your deck. FAQ

Hydra

  • Hydra Lab - breakpoint 23 - VPs: 4 2 1 - After one or more of your characters here is destroyed, draw a card. FAQ
  • Ichor Base - breakpoint 25 - VPs: 5 3 2 - After the first time each turn you play a character of power 2 or less here, you may play an extra character of power 2 or less here. FAQ

Kree

  • Hala - breakpoint 22 - VPs: 4 2 1 - On your turn, if you have a character here, you may play an extra action. FAQ
  • Kree-Lar - breakpoint 17 - VPs: 3 1 1 - After the first time you play a character here each turn, draw a card. FAQ

Masters of Evil

  • Castle Zemo - breakpoint 20 - VPs: 4 2 1 - Before this base scores, each player may move one of their characters here to another base to gain 1 VP. FAQ
  • Symkaria - breakpoint 21 - VPs: 4 0 0 - When this base scores, players other than the winner gain 1 VP for each character they have here. FAQ

S.H.I.E.L.D.

  • Helicarrier - breakpoint 24 - VPs: 5 3 2 - On your turn, if you have a character here, you may move one of your other characters from another base to here. FAQ
  • S.H.I.E.L.D. Base - breakpoint 22 - VPs: 4 2 1 - On your turn, you may play a character of power 2 or less here as an extra character. FAQ

Sinister Six

  • Downtown - breakpoint 18 - VPs: 3 1 1 - After you play a base modifier here, draw a card. FAQ
  • New York Landmark - breakpoint 23 - VPs: 4 2 1 - This base’s breakpoint is reduced by 1 for each base modifier on it. FAQ

Spider-Verse

  • Manhattan - breakpoint 20 - VPs: 4 3 2 - After this base scores, each player with a character here may place a card with a Special ability from their discard pile on top of their deck. FAQ
  • The Daily Bugle - breakpoint 18 - VPs: 4 2 1 - After you play a character here, you may look at the top card of your deck and place it on the top or bottom of your deck. FAQ

Ultimates

  • Exo-Space - breakpoint 20 - VPs: 4 2 1 - After you move a character to here, it gains +2 power until the end of the turn. FAQ
  • The Triskelion - breakpoint 23 - VPs: 4 3 1 - After you play a character here, you may move one of your characters from another base to here. FAQ

Smash Up Goblins[]

Goblins Bases

Goblins

  • Goblin Caves - breakpoint 17 - VPs: 3 1 1 - After this base scores, each player with a minion here may flip a coin. If heads, they gain 1 VP. If tails, they discard two cards. FAQ
  • Goblin Town - breakpoint 21 - VPs: 4 2 1 - After you play a minion here, flip a coin. If heads, place a +1 power counter on that minion. FAQ

Smash Up Knights of the Round Table[]

Knights Bases

Knights of the Round Table

  • Camelot - breakpoint 22 - VPs: 5 3 2 - Minions here of power 4 or more cannot be affected by other players’ cards. On your turn, you may move one of your minions from here to another base. FAQ
  • Round Table - breakpoint 21 - VPs: 4 2 1 - Each of your minions here with the same printed power as another one of your minions here has +1 power. FAQ

Smash Up: Disney Edition[]

Smash Up Disney Bases

Aladdin

  • Agrabah Bazaar - breakpoint 22 - VPs: 4 2 1 - On your turn, you may discard an action card to place up to two +1 power counters total on your characters here. FAQ
  • Sultan’s Palace - breakpoint 18 - VPs: 3 2 1 - After the first time you play a character here each turn, draw a card. FAQ

Beauty and the Beast

  • Enchanted Castle - breakpoint 23 - VPs: 4 3 2 - After the first time you discard a card from your hand during your turn, place a +1 power counter on one of your characters here. FAQ
  • Gaston’s Tavern - breakpoint 26 - VPs: 5 3 2 - On your turn, you may discard a card to play an extra character of power 3 or less here. FAQ

Big Hero 6

  • Krei Tech - breakpoint 20 - VPs: 3 1 1 - On your turn, you may move one of your characters with power counters to or from here. FAQ
  • SFIT Robotics Lab - breakpoint 24 - VPs: 4 2 1 - Characters here with power counters have an additional +1 power. FAQ

Frozen

  • Arendelle - breakpoint 20 - VPs: 3 2 1 - After you play a character here, you may look at the top two cards of your deck, draw one, and place the other in your discard pile. FAQ
  • Ice Palace - breakpoint 22 - VPs: 4 2 1 - Characters here cannot be destroyed or moved by other players’ cards. FAQ

Mulan

  • Forbidden City - breakpoint 19 - VPs: 3 3 2 - After the first time you play a character here each turn, you may play an extra action. FAQ
  • Training Camp - breakpoint 25 - VPs: 5 3 2 - At the start of your turn, you may place a +1 power counter on one of your characters here. FAQ

The Lion King

  • Jungle Paradise - breakpoint 22 - VPs: 4 3 1 - Once per turn, after you play a character here, you may place a +1 power counter on it if you have a character of power 4 or more in your discard pile. FAQ
  • Pride Rock - breakpoint 19 - VPs: 3 2 1 - After this base scores, the winner may place one of their characters from here or from their discard pile into their hand. FAQ

The Nightmare Before Christmas

  • Halloween Town - breakpoint 25 - VPs: 5 3 2 - After this base scores, each player may shuffle any number of their modifiers on characters here into their owner’s decks. FAQ
  • Spiral Hill - breakpoint 23 - VPs: 4 2 1 - After this base scores, each player with a character here may return a character modifier from here or their discard pile to their hand. FAQ

Wreck-It Ralph

  • The Dump - breakpoint 20 - VPs: 4 2 2 - When a base modifier on another base goes to the discard pile, move it to here instead. After this base scores, each player may return one of their base modifiers here to its owner’s hand. FAQ
  • The Power Strip - breakpoint 22 - VPs: 4 2 1 - On your turn, you may move one of your characters to or from this base. FAQ

10th Anniversary[]

10th Anniversary Bases

Dead Reckoning Promo

  • Deepreef Crag - breakpoint 18 - VPs: 3 1 1 - When this base scores, if the total power here equals this base's breakpoint, the winner gains 1 additional VP. (errata'd by 10th Anniversary) FAQ

Mermaids

  • Mermaid Pool - breakpoint 23 - VPs: 4 2 1 - On your turn, if you have a minion here, you may move another player’s minion to here. FAQ
  • Mermaid Reef - breakpoint 17 - VPs: 3 1 1 - During your turn, other players’ minions here add 1 less power to their controller’s total. FAQ

Sheep

Previously found in Smash Up Sheep Promo.
  • Sheep Shrine - breakpoint 19 - VPs: 4 2 1 - After this is played, each player may move one of their minions to here. If played during setup, replace it and shuffle it into the deck. FAQ
  • The Pasture - breakpoint 25 - VPs: 5 3 2 - After the first time you move a minion to this base each turn, move another minion from there to here. FAQ

Skeletons

  • Boneyard - breakpoint 22 - VPs: 4 2 1 - Once during your turn, after a minion you own of power 3 or less goes to the discard pile from another base, you may bury it here. FAQ
  • Ossuary - breakpoint 20 - VPs: 3 2 1 - On your turn, you may bury a minion of power 3 or less from your discard pile here. FAQ

World Champs

  • Arena - breakpoint 23 - VPs: 4 3 1 - After the first time you play a minion here during your turn, you may play an extra action or draw a card. FAQ
  • Hall of Fame - breakpoint 20 - VPs: 4 2 1 - The first minion you play here during your turn gains +2 power until the end of the turn. FAQ

Excellent Movies, Dudes![]

Excellent Movies Dudes bases

Action Heroes

  • Building Rooftop - breakpoint 20 - VPs: 3 1 1 - At the start of your turn, if you have exactly one minion here, you may reduce the breakpoint of this base by that minion's power until the end of the turn. When this base scores, each player with exactly one minion here gains 1 VP. FAQ
  • Jungle Camp - breakpoint 20 - VPs: 3 2 1 - The winner may return one of their minions here to their hand. FAQ

Backtimers

  • Alternate Present - breakpoint 20 - VPs: 4 2 2 - After the first time you play a minion here each turn, you may place two stasis counters on a card from your hand. FAQ
  • Time-Traveling Car - breakpoint 22 - VPs: 3 2 1 - The winner may place two stasis counters on one of their cards here. FAQ

Extramorphs

  • Ancient Crashed Ship - breakpoint 21 - VPs: 4 2 1 - After you play a minion here from anywhere except your hand, place a +1 power counter on it. FAQ
  • Brood Hive - breakpoint 22 - VPs: 4 2 1 - Before this base scores, starting with the player to the current player's left, each player with a minion here may play an extra minion off the top of their deck here. FAQ

Wraithrustlers

  • Rooftop Portal - breakpoint 22 - VPs: 5 3 2 - Once per turn, after you destroy a card here, draw a card. FAQ
  • Wraithrustlers HQ - breakpoint 20 - VPs: 4 2 1 - The winner may play an extra action or an extra minion on their next turn. FAQ

Smash Up Teens[]

Teens bases

Teens

  • Cabin in the Woods - breakpoint 24 - VPs: 4 3 1 - If you have at least two minions here, your minions here each have +2 power. FAQ
  • Montridge High - breakpoint 20 - VPs: 4 2 1 - After you play a minion here, place a +1 counter on one of your minions with a different name here. FAQ

Clarifications[]

Here are the official clarifications as they appear in the rulebooks:

Cave of Shinies: The minion must actually be destroyed to get the 1 VP (e.g., “destroying” Warbot doesn’t count).

Jungle Oasis: Its ability is deliberately blank.

Mushroom Kingdom: You do not need to have a card on this base to use its ability.

Ninja Dojo: The minion destroyed may be at Ninja Dojo itself.

Rhodes Plaza Mall: All players get VPs from this ability, even if there are more than three players there.

School of Wizardry: Only one player can use the base’s ability. If there are tied winners, break the tie by starting with the current player and going clockwise.

Tar Pits, Temple of Goju: The minions are placed by their owners.

Tortuga: The minion moved cannot come from Tortuga itself.

Inventor’s Salon: The winner takes the action card before discarding any actions played on Inventor’s Salon.

Secret Grove: You can use its ability even if you don’t have a minion there.

The Dread Gazebo: This does not block actions that target a base but are not played on it (e.g., Rampage, Disenchant).

The Greenhouse: The winner searches for the minion to play after the new base is played.

Innsmouth: The chosen card goes to the bottom of its owner’s deck.

R’lyeh: If the minion is not destroyed because it is protected, its controller does not receive a VP.

Faceless City: This ability is optional. Shuffle only if you searched for a card.

Portal Room: After the winner’s extra turn, the turn order returns to the left of the player who was active when Portal Room scored.

Primate Park: You may choose to take some actions back to the hand and discard the rest.

Secret Volcano Headquarters: Return unplayed cards to the tops of their respective decks.

The Nexus: You cannot choose this to replace itself.

The Con: The power gain does not benefit the minion just played, or other minions played after it; but later minions played will cause their own additional power gain.

Standing Stones: The extra use of a talent must still include its prerequisites (e.g., G.E.L.F. cannot use its talent twice since it is not on the base after the first time). A minion with two or more talents may use just one of them a second time.

Ice Castle: This does not prevent minions from being moved here. If this base replaces a base in play (c.f. Terraforming or Burn It Down), previous minions remain on the base.

The Gauntlet: Monsters played because of The Gauntlet’s ability are played by the base, not by a player. They do not trigger Web Troll, Leprechaun, etc.

Subterranean Lair: You may invoke this any time during your Play Cards phase, even if you already invoked it earlier and moved the minion off. You may only invoke this once during your your Play Cards phase, even if the minion you played there earlier moved off. (errata'd by The Bigger Geekier Box)

Whack-A-Ghoul: Undead monsters “whacked” here are not replaced, so this base can start with no monsters on it.

Changing Room: This triggers for talents of the minion or of an action on the minion. The talent can be original to the minion or granted to it by an action on the minion (e.g. The Touch). Using a talent to move to here doesn’t count. (updated by The Bigger Geekier Box)

Hive of Scum and Villainy: A card directly increases power if it gives it “+N power”, or places a +1 power counter, or transfers a +1 power counter, or sets the printed power to a higher value. Granting a power-increase talent (e.g. The Touch), or destroying a negative power card (e.g. Change Into A Gun) are not direct power increases. This refers to actions that target cards already in play. (updated by The Bigger Geekier Box)

Spikey Chair Room: You may destroy the minion to draw the card even if the minion played here is moved later in the turn, or even if this base scores this turn.

Wintersquashed: You resolve the minion’s ability before giving control of it.

Kaiju Island: If the ability is cancelled, multiple titans still stay; new titans played or moved here would trigger removing the weaker one(s).

Moon Dumpster: Players reveal in order starting with the current player. If during setup, reveal before drawing hands, starting with the first player.

Q Point: You may have just one minion or one action there before scoring, not one of each. Indestructible cards do remain, though. Titans there do not count toward that total, and are unaffected.

Sheep Shrine: Sheep Shrine’s ability is triggered no matter how it comes into play, whether from replacing a scored base or because of another card’s ability like Terraforming or No-Moon.

The Pasture: If a card like Rick Roll or Dinghy makes several minions move to The Pasture, you choose just one of them — the first one moved there — to have another minion move with it.

Boogie Wonderland: This triggers by moving a minion from there, but not to there.

Funky Town: It cannot copy effects of actions played on minions or bases, nor of actions previously played. It cannot copy an effect already copied from a third minion by another Diva etc. It can copy once per action causing the effect, not once per minion being affected. “The same way” means e.g. moving it to the same base, or giving control of it to the same player. It can copy an effect even if it does not fit the original prerequisites (e.g. “power 3 or higher”). You must choose whether to copy an effect when the action is played, not when the effect happens. If an effect has multiple parts, choose only one part to copy. The copied effect is considered to come from the original standard action causing the effect, not from the Diva etc. allowing additional affected targets.

Truck Stop, The Greasy Spoon: Actions on minions do not count as actions on bases.

Drakkar: Cards in your hand that you do not own are still treated like your cards: you can play them normally, and you control them until they go out of play, at which point they go back to their owners. Cards you don’t own that are merely revealed in your hand or deck stay there, but if they are seen to go elsewhere (see p. 17) they then go back to their owners, unless explicitly allowed by cards like Shield Maiden etc.

Longhouse: You may place a card in your hand you don’t own on top of your deck safely, since no one sees what the card is.

Sakura Garden: This also triggers after this base scores. A minion going to the discard pile from play includes both being discarded after scoring, and being destroyed.

Shogun’s Palace, So-So Corral: If you play a minion here that lets you immediately play other minions here (e.g. Zapbot, Critter Coach), do their duels in reverse order to how they were played. The duel is chosen by the minion’s controller after the minion is played and resolved.

So-So Corral: The losing minion is destroyed by the challenging player.

Great White North, Eh?: Players choose whether to use the base ability in turn order starting with the current player.

Anansi’s Web: This is not triggered by cards that explicitly place themselves somewhere after being played, e.g. Anansi Tales cards like Ear of Corn.

Transformation Spring: Cards that specify how to choose the extra card require you to play it immediately.

Gingerbread House: You must choose exactly two minions or none, not “up to two”.

Island Chain: If this and other abilities (e.g. Time Is Fleeting) give alternate ways to choose the next base, the current player chooses just one of them to invoke.

Island Peak, Island Chain, Tropical Paradise: The Polynesian Voyagers faction has three bases in the base deck rather than the usual two. Use all of them in the game.

Storyteller’s Hut: The counters for this base are different from +1 power counters, and neither one counts as the other. You may wish to use a different kind of token for this counter.

Transformation Spring: This can trigger during any phase of your turn.

Island Chain: Each of these cards can increase the number of bases in the game.

Castle Zemo, Manhattan: Although these say “may”, they apply to multiple players, so treat them as mandatory abilities when considering the order of resolving abilities (see Me First p. 6). Players choose whether to use the ability in turn order starting with the current player.

Downtown, The Triskelion: These are resolved every time their trigger happens, not just once per turn.

Ichor Base, S.H.I.E.L.D. Base: Though there are constraints on the extra card played, you can choose to play them later in the same Play Cards phase; they do not refer to specific cards (as Hawkeye’s Arrows does, for instance).

S.H.I.E.L.D. Base: You don’t need anything on the base to use its ability.

The Daily Bugle, Exo-Space, Stark’s Lab: These are resolved every time their trigger happens, not just once per turn.

Agrabah Bazaar, Gaston’s Tavern: Discarding a card for one of these cards does not count toward any other card’s prerequisites; a separate card must be discarded for each one. But even one discarded card triggers all cards that trigger from a discard (e.g. Be Our Guest, Enchanted Castle).

Agrabah Bazaar: The power counters can all be placed on just one character, but don’t have to be.

Arendelle: These are resolved each time their trigger happens, not just once per turn.

Forbidden City, Jungle Paradise, Sultan’s Palace: Though their abilities work only once per turn, they can work during other players’ turns.

Gaston’s Tavern: You can just discard a card without playing the extra character, since extra plays are optional.

Krei Tech, The Dump, Gaston’s Tavern, The Power Strip: You don’t have to have a card on these bases to use their abilities.

Spiral Hill, Pride Rock: The modifier or character added to the hand can either be one that was just at the base, or one that was already in the discard pile.

The Dump, Halloween Town, Pride Rock, Spiral Hill: These say “the owner’s” instead of “your” because some abilities let you play cards you don’t own, so the controller isn’t always the owner.

The Dump, Halloween Town, Spiral Hill: Each player does what the card says in turn order, starting with the current player unless the card says otherwise.

The Dump, Halloween Town, Spiral Hill: Although these say “may”, they apply to multiple players, so treat them as mandatory abilities when considering the order of resolving abilities (see Me First p. 8).

Ancient Crashed Ship: “From anywhere except your hand” can mean from a deck, discard pile, stasis, being buried or stored, or from another player’s hand.

Ancient Crashed Ship: For cards with a trigger for their effect – e.g. “After X happens” – the effect is done each time X happens, even if multiple Xs happen at the same time.

Rooftop Portal, Time-Traveling Car: “Cards here” includes actions played on minions there.

Statistics[]

(From bases up to Smash Up Knights of the Round Table)

  • Breakpoint: min: 11, max: 30, avr: 20.25, med: 20
  • VP rewards:
    • Winner: min: 0, max: 6, avr: 3.72, med: 4
    • Runner Up: min: 0, max: 4, avr: 2.16, med: 2
    • Third Place: min: 0, max: 3, avr: 1.32, med: 1
  • VP reward deltas:
    • Winner - Runner Up: min: -2, max: 4, avr: 1.55, med: 2
    • Runner Up - Third Place: min: 0, max: 3, avr: 0.84, med: 1

Excluding the Smash Up: Munchkin bases only brings a few minor differences (highlighted in bold):

  • Breakpoint: min: 12, max: 30, avr: 20.66, med: 20
  • VP rewards:
    • Winner: min: 0, max: 6, avr: 3.71, med: 4
    • Runner Up: min: 0, max: 4, avr: 2.16, med: 2
    • Third Place: min: 0, max: 3, avr: 1.32, med: 1
  • VP reward deltas:
    • Winner - Runner Up: min: -2, max: 4, avr: 1.55, med: 2
    • Runner Up - Third Place: min: 0, max: 3, avr: 0.84, med: 1

Munchkin base breakpoints[]

  • 1-Monster base - breakpoint increase: min: 2, max: 13, avr: 3.79, med: 3
  • 2-Monster base - breakpoint increase: min: 5, max: 18, avr: 7.37, med: 7
  • 3-Monster base - breakpoint increase: min: 8, max: 23, avr: 11.68, med: 11
  • Whack-A-Ghoul - breakpoint increase: min: 0, max: 15, avr: 4.94, med: 5
  • The Gauntlet - stabilized breakpoint increase: min: 9, max: 48, avr: ?, med: ?

FAQ[]

See the dedicated FAQ page for the Bases

References[]

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