Замес: Русы против ящеров (Smash Up: Lizards Must Die)
Замес: Русы против ящеров (Smash Up: Lizards Must Die) Rulebook
Table of Contents
Table of Contents
Components
- 40 faction cards: 20 Rus' faction cards and 20 Lizard faction cards.
- 4 base cards.
- This combination instruction.
Goal of the Game
In any game of Smash Up your task never changes: conquer the world! Send your loyal minions to enemy bases. A base is ready to be captured when the combined power of all minions on it equals its defense or is greater than it. Captured a base? Score victory points! The first player to reach 15 points is the winner!
Factions
Rus' (Русы)
Here is where the heroic strength is!
The Rus' are not afraid to meet the enemy face to face, and they are well protected against the schemes of the reptiloids and other foes. Where another people would surrender, these fighters stand firm and win back a base from even the most hopeless situation. Slavic tactics help the Rus' draw the enemy's forces into one point, depriving the enemy of any chance of victory elsewhere.
Lizards (Ящеры)
These slippery types believe that power lies in eggs, so they always have plenty of eggs! Each of them can hatch a full-grown crocodile, and they can also move them from base to base. When there are not enough eggs for their power, the lizards rewrite history, resort to hypnosis, and turn to the queen of all pseudosciences: mathematics.
Combining Factions
The box of Rus' against Lizards contains 2 factions, which you can combine with any previously released sets. There are dozens of them! How about playing out real history and pairing the Rus' with the ancient Greeks and the Lizards with aliens? Or the other way round: diluting the age-old rivalry with cute bears and princesses? Or perhaps... the Rus' are not against the Lizards and can quite well live together in one deck?
More Heat! (Больше жару!)
Can't agree on who will steal the Baikal water? There is a way out! A second box of Rus' against Lizards will let two opponents play for the same faction. The main thing is not to put two identical factions into one deck. And one set of bases will be enough.
New Rule: Eggs
If an effect says to play an egg on a base, place the top card of your deck face down on that base. You may place it so that it peeks out halfway from under any of your minions. Then you will always know that the egg belongs to you and not to your opponent. Other effects allow you to turn a minion card on a base face down, turning it into an egg.
All eggs are minions with base power 1 and no special abilities. Placing an egg counts as playing an extra minion. Actions and base abilities affect eggs the same way as they affect other minions.
The player who controls an egg may look at the face-down card at any time. If an egg is destroyed, it goes to the discard pile like any other card. From that moment it stops being an egg and counts as the minion or action shown on the card.
Some abilities allow you to turn an egg over and play its card as an extra minion or an extra action, as if the card had been played from your hand. This is not considered destroying a minion, although the total power of the player on that base will most likely change. If a card revealed this way cannot be played at that moment, it is simply discarded.
Card Notes
Base power: The base power of a card is the power of a minion or the defense of a base before any changes from its abilities. Usually this is the number printed on the minion or base card, but some cards may change it.
Hypnolizard: This ability is not considered destroying a minion. If action cards were played on that minion, they stay on it.
Baikal Water: This card may be played on an opponent's minion if you want to move it.
Atlantis: If the minions Vseslav and Drocheslav are on this base at the same time, the power of each of them becomes 4, and they do not stop each other from activating their abilities.
Lizard Dragger (Ящер-Втащер): You may move any number of eligible minions to any number of other bases. Minions are moved one at a time.
Pseudoscience of Mathematics (Лженаука математика): A player who takes fourth place when a base is captured may also score points when this card is played, but only if they have power on that base.
Slavic Clamp with Eggs (Славянский зажим яйцами): Each druzhinnik (retainer) you play through this card's effect must move an opponent's minion onto the base being captured. If no such minions remain, or the remaining minions cannot be moved, the druzhinniks may be played without moving anything.
The Rus' Do Not Surrender (Русы не сдаются): While this card is in play, players do not proceed to capture a base even if it has enough minions on it. The effect also applies on an opponent's turn.
Card Texts
Minions
Lizard Giant (Ящер-Великан), power 5: Turn over up to three of your eggs. Each card you turned over must either be played as an extra action or an extra minion, or be discarded.
Hypnolizard (Гипноящер), power 3: You may turn an opponent's minion with power 3 or less on this base face down. That minion now counts as its owner's egg (under the control of the same player).
Lizard Dragger (Ящер-Втащер), power 4: You may move one minion with power 2 or 3 and any number of minions with power 1 from this base to other bases.
Actions
Power of Svarog (Сила Сварога): Play two extra minions on a base on which you have no minions.
There Are More of Us (Нас больше): Play two eggs on any bases. You may turn over one of your eggs on any base (even one just played) and play it as an extra minion or an extra action.
Feast of the Spirit (Пир духа): Take a minion with power 5 from the discard pile into your hand.
Let's Fill the Planet (Заполоним планету): Play on a base. Each of your minions with base power 1 on this base gets +1 power.
Baikal Water (Водица байкальская): Play on a minion. You may move this minion. Ongoing: this minion gets +2 power.
The Rus' Do Not Surrender (Русы не сдаются): Play on a base where you have a minion. While this card is on the base, the base cannot be captured. Discard this card after the end of your next turn.
Pseudoscience of Mathematics (Лженаука математика): Special ability: play when a base is captured. If you should receive at least 1 point for this base, the other players receive, instead of their usual points, the same number of points you receive.
Slavic Clamp with Eggs (Славянский зажим яйцами): Special ability: play before capturing a base on which you have a minion. You may play any number of druzhinnik cards from your hand or discard pile on this base as extra cards. You must use their movement ability. Minions are moved one at a time.
Bases
Dense Taiga (Глухая тайга), 17, power 3 / 1 / 1: No action cards may be played on this base or on the minions on it.
Atlantis (Атлантида), 18, power 4 / 2 / 1: Minions with power 3 or more get -1 power here.
Baikalsk (Байкальск), 29, power 4 / 2 / 1: Once per turn, each player may move an opponent's minion here, and if they do, they draw a card.
Transcriber's Note
The insert states that the set contains 4 base cards. Only three base cards (Dense Taiga, Atlantis, Baikalsk) are shown and explained in the insert, so the card text for the fourth base is not in the source. No card text has been invented for it.