Smash Up Expansion
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Smash Up (base game) is a nice light twist on deck building or CCGs (LCGs). The basic premise is that the deck building has already been done for you. The base game comes with 8 factions (Dinosaurs, Ninja, Pirates, Wizards, Tricksters [Leprechauns/Fairies], Robots, Aliens and Zombies) each with their own deck. The players each take two of these decks and shuffle them together – abracadrabra! you now have a unique deck to play.
You then compete with the other players to accumulate 15 points by playing one minion and one action a turn (plus more based on the special abilities of the cards) to have the most power a the various location cards in play (one more than the number of players). When a threshold for that location card is met it is scored and points are divided up based on relative power among each player present (i.e. first may get 4 points, second 2 and third 1).
The basic game is simple – play a minion, play an action, check to see if a base scores, draw two cards. Where the game becomes interesting is how the different factions interact with each other.
As examples:
The dinosaurs have high power cards and ability to boost power more
The ninja have the ability to jump into a location out of turn
The wizards draw a lot of cards.
Zombies come out of the discard pile.
Aliens get victory points in other ways
Robots swarm
Tricksters manipulate how the locations interact
Pirates move between locations
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This may seem like a lot of variability, but after a few 4 person games it quickly starts to seem all the same. With the base game, with 4 players every faction is used every game. Robots may be teamed up with dinosaurs this time – but they are going to do the same things.
This is greatly fixed by the new expansion. There is nothing new here as far as rules goes (not entirely true as there are a few new effects on some of the new factions). What is new is that there are 4 new factions. This means that in a 4 person game you aren’t seeing every faction in the box. I may know how my mix of factions could handle the big bruisers of the dinosaurs – but the dinos may not be in this game!
This new expansion adds:
Bear Cavalary – force other players cards to move (and likely die in the process)
Plants – get more powerful the longer they stay in play (did have a good run our first game – clearly take some deck knowledge and planning)
Ghosts – do better when fewer cards in hand (I played with zombies first game and actually discovered real synergy between the two – though I lost)
Steampunks – interact with locations (not sure how they are different from Tricksters – we haven’t played them yet).
Smash Up will never be a serious game – but for light fare it has been greatly enhanced by a simple expansion. A rare example of a game that is improved by an expansion.
My requirements for a good expansion:
1) Doesn’t extend game duration significantly
2) Doesn’t require massive learning of new rules
3) Can add complexity but not so mush to change the weight/feel of a game
4) Adds freshness to a game (and not all games need this) and improves replay (I rate the base game a 3/5 for replay ability)
Smash Up: Awesome Level 9000 meets all these requirements.