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Smash Up: Goblins

Expansion for Smash Up
Combines with
Smash Up: MarvelSmash Up: Oops, You Did It Again

Smash Up: Goblins Rulebook

Table of Contents

Table of Contents

  • Game Contents
  • Mechanics
    • Coin Flips
  • Minions
    • Chaos Lord
    • Diviner
    • Blaster
    • Gobbo
  • Actions
    • "Magic" Helmet
    • A Little Help
    • Bushwacking
    • Demolition
    • Goblin Recruiters
    • He Who Smelt It
    • Make Your Own Luck
    • Revving Up
  • Bases
    • Goblin Caves
    • Goblin Town

Game Contents

This set adds one faction, the Goblins, with 10 minion cards, 10 action cards and 2 base cards.

The Goblins are from the Smash Up Goblins set and do not have a Titan card.

Mechanics

Coin Flips

Goblins have a lot of cards that have you play heads or tails in order to determine their outcome, making this a seemingly very random faction to play with. Overall, both heads and tails results can be desirable. Heads tend to give you the better outcomes, most often +1 power counters. On the other hand, tails give you good or bad outcomes depending on the card--bad most often being the card doing nothing at all.

To mitigate that randomness, Goblins provide you with Diviners and Make Your Own Luck, a total of four cards you can use to change the result of a coin you're flipping if you don't get what you want.

Finally, Chaos Lord and Goblin Recruiters are two cards that trigger on you flipping coins, giving you additional effects on both heads and tails results, making good outcomes even better or balancing a bad outcome.

Minions

Chaos Lord

1 copy

Power 5 - Ongoing: After you flip a coin, if it was heads, place a +1 power counter on one of your minions; if tails, draw a card then discard a card.

Diviner

2 copies

Power 4 - Ongoing: Once per turn, immediately after you flip a coin you may discard a card to change its result. After the first time each turn you flip a coin, draw a card.

Blaster

3 copies

Power 3 - Special: Before this base scores, flip a coin. If heads, you may give this minion +2 power until the end of the turn. If tails, you may move this minion to another base.

Gobbo

4 copies

Power 2 - Flip a coin for each Gobbo in play (including this one). For each heads, place a +1 power counter on this minion.

Actions

"Magic" Helmet

1 copy

Play on your minion. Ongoing: This minion has +4 power. Before this base scores, flip a coin. If tails, destroy this minion.

A Little Help

2 copies

Flip a coin. If heads, you may play an extra minion. If tails, you may play two extra actions.

Bushwacking

1 copy

Choose a minion and flip a coin. If heads, destroy the minion. If tails, move it to another base.

Demolition

1 copy

Flip three coins. For each heads, place a +1 power counter on one of your minions. For each tails, you may destroy an action on a base or on a minion.

Goblin Recruiters

1 copy

Play on a base. Ongoing: After you flip a coin, if it was heads, draw a card; if tails, you may shuffle a card from your discard pile into your deck.

He Who Smelt It

1 copy

Choose a minion and flip a coin. If heads, place a +1 power counter on that minion and you may choose another minion and flip again. If tails, you may play an extra action.

Make Your Own Luck

2 copies

Special: Play immediately after you flip a coin. Change its result.

Revving Up

1 copy

Choose a base. Flip a coin for each of your minions there. For each heads, place a +1 power counter on that minion. For each tails, that minion gains +2 power until the end of the turn.

Bases

Goblin Caves

1 copy

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.

Goblin Town

1 copy

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.