Tabletop Game / Smash Up

When you were a kid, did you ever get into an argument with a friend of yours over whether robots or zombies would win in a fight? Dinosaurs or aliens? Superheroes or werewolves?

Imagine somebody made a game based off of that. Now stop imagining it, because somebody did, and this is that game.

Smash-Up is a 2012 Card Game by Alderac Entertainment group, which can be played from 2-4 players. Players each take two different factions with 20 cards each and Smash-Up those factions together. Then they try to put as many powerful minions as possible on one of three to five "base" cards while also using actions and abilities to help themselves and hinder their opponents. When the total power on a base reaches above a certain amount, it breaks, and the players gain Victory Points according to whoever had the most power on it. The first player to earn 15 Victory Points wins the game.

The main draw of the game is being able to combine factions, giving many different playstyles. Each Faction has unique traits and abilities that make them really effective in world domination- Ninja-Pirates will be able to move freely and strike unexpectedly, while Zombie-Robots manufacture massive armies that easily come back from the dead.

The original 8 factions are Aliens, Dinosaurs, Ninjas, Pirates, Robots, Tricksters, Wizards and Zombies. Eleven expansion packs have come out, with typically four factions eachnote :
  • Awesome Level 9000, with Bear Cavalry, Ghosts, Killer Plants and Steampunks.
  • The Obligatory Cthulhu set, with Minions of Cthulhu, Elder Things, Innsmouth, and Miskatonic University.
  • Science Fiction Double Feature, with Cyborg Apes, Shapeshifters, Super Spies and Time Travelers.
  • Monster Smash, with Vampires, Werewolves, Giant Ants and Mad Scientists.
  • Big Geeky Box, with Geeks (and a big box to hold all the cards released to date, with plenty of room for future expansions).
  • Pretty Pretty Smash Up, with Fairies, Kitty Cats, Mythic Horses, and Princesses.
  • Munchkin, a crossover with the other gaming franchise with Orcs, Halflings, Elves, Dwarves, Warriors, Clerics, Thieves, and Mages.
  • It's Your Fault!, with fan-chosen factions: Sharks, Superheroes, Mythic Greeks, and Dragons... and Tornadoes, a secret fifth faction, referred to only as the "Shark Delivery Systemô".
  • Cease and Desist, with factions similar to yet legally distinct from existing franchises: Star Roamers, Astro Knights, Changerbots, and Ignobles.
  • What Were We Thinking?, with the admittedly eclectic Teddy Bears, Grandmas, Explorers and Rock Stars.
  • Big In Japan: An expansion similar to Cease And Desist, featuring factions based on Japanese media: Kaiju, Mega Troopers, Magical Girls and Itty Critters.
  • All Stars Event Kit, a retailer-only set, containing the promotional faction Smash Up All Stars.
  • Sheep, a promotional faction
  • That 70s Expansion, with Disco Dancers, Kung Fu Fighters, Truckers and Vigilantes.
  • Oops You Did It Again, with fan-chosen factions: Cowboys, Egypt, Samurai and Vikings.
  • Titan Event Kit, with titans for several factions released before Big in Japan.


Smash-Up contains examples of:

  • Abandon Ship:
    • The ability of the Pirate's First Mate allows him to escape a base after it breaks (normally, minions on a broken base go into the discard pile).
    • The Cyborg Apes' Flying Monkey grants a one-time use of this power to a minion.
    • The Star Roamers' Port Me Up allows you to get back one of your minions after a base breaks. Combined with a Ship's Engineer, you can make your minion move to another base instead.
  • Action Bomb:
    • The Powderkeg ability turns one of your minions into this, destroying it as well as all minions of lower power on that base.
    • The Nukebot destroys all enemy minions on the same base as it when it is killed.
    • The Ignobles' aptly-named Red Birthday Party does this from a mechanical standpoint, the actual method of the killing is more... visceral.
  • Attack of the 50-Foot Whatever: Several of the so-called "King Minons" note  fall into this. Of particular note is the Dinosaurs' King Rex, while a real life T-rex is about 20 feet tall, King Rex is depicted as being well over a hundred feet, almost making him a full-blown Kaiju.
  • Authority Equals Asskicking:
    • Typically, the strongest minion in a given faction will be unique, and something in their name will identify them as the 'leader' of their faction (including King Rex, General Ivan, Zombie Lord, Microbot Alpha, etc.). The Elder Thing is a slight variant: instead of having a title to identify it as the leader, the faction is named after it. Reinforcing this notion is the fact that the Fan Nickname for them is "King Minon".
    • There's also the Princesses, who have only one copy of each minion, but they're all 5 power, the same power as virtually every other leader.
  • Base on Wheels: The Magical Girls' Titan, the Moving Castle, which also doubles as a gargantuan Spider Tank.
  • Combat and Support:
    • Most factions are a mix of both, but there are examples that usually fall straight into one:
    • Mainly Combat: Dinosaurs, Robots, Steampunks, Mad Scientists, Vampires, Kitty Cats, Mythic Horses, Dragons, Sharks, Mega Troopers
    • Mainly Support: Wizards, Tricksters, Time Travelers, Super Spies, Miskatonic University, Fairies
    • Both: Aliens, Ninjas, Pirates, Zombies, Bear Cavalry, Ghosts, Killer Plants, Elder Things, Minions of Cthulhu, Cyborg Apes, Giant Ants, Werewolves, Geeks, Princesses, Superheroes, Mythic Greeks, Tornadoes
  • Conservation of Ninjutsu:
    • Zig-zagged for the Robot faction's Microbots. They're easy to spam and have 1 power, but their Fixers passively power them up, and the Alpha gets more powerful for each other minion in play.
    • Inverted by the War Raptors. They have a power of 2 plus 1 for each War Raptor on the base (including self).
    • Enforced by the Elder Thing. It is THE strongest minion in the game, but you have to kill two of your own minions to play it, which typically creates an "exchange two weak things for one strong thing" situation.
    • The Bear Cavalry's Polar Commando has +2 power and cannot be destroyed if it is the only one of your minions on a base.
  • Death Is Cheap: The Zombie faction. They have abilities that allow them to draw and even play from their discard pile, where minions go if they are killed. They even have a unit that can be played from the discard pile itself!
  • Department of Redundancy Department:
    • The dinosaur's big minion is called King Rex. Rex means "king".
    • There's a Potion of Redundancy Potion in the Munchkin expansion, which gives a minion the talent to use the talent of another minion.
  • Determinator: The aptly named "Tenacious Z"; it can be played from the discard pile at no cost, meaning it will not stay dead.
  • Do Well, but Not Perfect: The Ninjas' bases score 2-3-2, meaning the second place winner of the base gets the most points.
    • The Mega Troopers "Blitzing Sword Attack" action depends upon you being in second place or worse as a base breaks, letting your Titan sudden kill a single, high power minion.
  • Dumb Muscle: The Dinosaurs faction specializes in high-power minions and increasing that power even higher, but they can't really do much besides the odd minion destruction. Epitomized in King Rex, who has a power of 7 (most factions strongest is usually 5, but is one of, if not the only minion in the game with no Effect.
  • Extra Turn:
    • The Wizard faction's main ability is to easily draw multiple cards and play more actions per turn. A decent chain of cards from them can effectively result in a whole second or even third turns worth of activity.
    • The Time Traveler's have a card "Time Walk", which allows the player to draw two cards and play an extra minion and an extra action, essentially giving the player an extra turn. One of their bases gives the winner an actual extra turn.
  • The Fair Folk: The Trickster faction is comprised of small fey including gnomes, brownies and leprechauns. In line with this trope, they are completely credible threats. The same applies to the Fairies faction.
  • Giant Robot: In direct contrast to their supporting Microbots, the Nukebot of the Robots is depicted as being similar in scale to King Rex, described under Attack of the 50-Foot Whatever above. Their Warbots are of a similarly gigantic proportions.
  • Herd-Hitting Attack: One speciality of the Pirate faction. They have actions that kill off groups of weak minions - great for stopping a Microbot/Innsmouth horde before it gets too strong. Sharks also have this element, possessing an action that destroys all power 2 minions on a base in a blood-fueled "feeding frenzy".
  • Instant Awesome: Just Add Mecha!: The Warbot and the Nukebot. The Dinosaur and Cyborg Ape factions also count, being cybernetic versions of their respective animals. The whole Changerbot faction features mechas. The Mega Troopers can summon the titanesque Megabot.
  • Instant Plunder, Just Add Pirates: The Pirate faction.
  • Kaiju: They are featured on the actions and the titan of the Kaiju faction.
  • Kill Steal: A Ninja tactic. Ninjas do last-minute plays right when a base breaks, which can mean either gaining some points on a base where they previously had no minions, or even allowing them to take the lead on that base.
    • Mega Troopers also specialize in doing this, not just by suddenly bringing in more minions, but by gaining power upon a base breaking and even having an action that lets them destroy hostile minions before it scores, provided they're not winning.
  • Little Green Men: The Aliens and the Science Officer of the Star Roamers.
  • Magikarp Power:
    • The Microbot Alpha. It initially has 1 power, even weaker than the weakest minions of other factions. However, when it's in play, it makes all the player's units considered Microbots (even those that aren't robots) and then gets 1 power for each Microbot in play. Considering that the Robot faction uses Zerg Rush tactics, this makes it even more powerful than their "Super" unit, the Nukebot.
    • The Plant faction is based on this, with minions/actions that do powerful things at the start of their controller's turn (ie: before they've played anything, including those minions/actions), but often doing nothing special on the turn they are played. One minion's ability is that it loses power on the turn it is played.
    • Certain talents are like this as well; talents are normally once-per-turn abilities, but if a talent is used a few turns in a row the effects can add up quickly.
    • The Beta 6 minion of the Mega Troopers, he's their weakest card, with a power of 2, but his power doubles when scoring a base. This Talent makes him something of a lynchpin in most Mega Trooper strategies.
  • Mobile Menace:
    • The Pirate faction has abilities and actions based around quick movement from bases.
    • The Steampunk faction can also do this, albeit to a lesser extent than Pirates.
    • The Bear Cavalry inverts this; it forces other player's minions to move around with the intent of weakening them.
    • The Princesses can move a lot of minions; both their own and other players'.
    • The Tornadoes do this better than any other faction, specializing wholly in blowing into bases and throwing other factions around the table.
    • The Sharks have several cards that can move their minions to other bases and destroy a weaker minion on arrival.
    • The Changerbots can transform into vehicles and roll out.
    • Some Star Roamer cards can change a "return a minion" effect into a "move a minion" effect, and they have a LOT of "return a minion" effects.
    • The Mega Troopers are built around moving or playing minions (and their Titan) onto bases right as they break and gaining sudden, massive surges of power from these maneuvers.
  • Nigh Invulnerable: Certain minions, such as the Warbot, cannot be destroyed at all. General Ivan from Bear Cavalry and Awesome Guy from Superheroes make all of your minions invincible.
  • Ninja Looting: A Ninja tactic. Ninjas do last-minute plays right when a base breaks, which can mean either gaining some points on a base where they previously had no minions, or even allowing them to take the lead on that base.
  • Ninja Pirate Zombie Robot: Literally the premise of the game. Players must take two different factions and combine them. The base set even includes Ninjas, Pirates, Zombies, and Robots, and was even called PNZR ("Pirate Ninja Zombie Robot") during development.
  • Outside-the-Box Tactic: Many abilities amount to "do X to a minion". A whole world of possibilities open up when players realize that they can do these things to their own minions (including killing their own minions to activate on-death effects, and placing their minions back into their hands so they can replay them).
  • Planet of Hats: Each faction centers around a given mechanic/playstyle, usually related to the faction thematically, but most factions can do a little everything.
    • Aliens pose a pest to planets and players by forcefully beaming players' minions back to their hands, and can also modify the bases themselves, emulating abductions and crop circles. They can also "invade" parts of the battlefield, granting them points without breaking bases.
    • Dinosaurs are big and powerful, and focus on beefing themselves up even more or crushing weaker foes.
    • Ninjas are sneaky tacticians who can destroy high-power targets and launch unexpected plays.
    • Pirates commandeer their ships to provide great mobility as well as destroying groups of weak foes via gunpowder.
    • Robots can mass produce whole hordes of (mostly) low-power minions.
    • Tricksters prevent other players from taking actions, either explicitly or implicitly (i.e. "you can't do that" or "you can do that, but there's a penalty").
    • Wizards wield their magical powers to warp physics, easily drawing more cards and playing more actions in a single turn.
    • Zombies refuse to stay dead, and can play cards from their discard pile, often easier than they can play from their hands.
    • Bear Cavalry has high levels of power, being soldiers on bears (though they are not quite as strong as Dinosaurs), and can force other minions to flee bases due to being intimidating.
    • Ghosts become more powerful as their controller loses cards, justified in flavor-text as them 'coming from nothing'.
    • Plants "put down roots", which is to say, they become stronger if they remain in play for at least one turn.
    • Steampunks "tinker" with bases, adding actions and new abilities to them.
    • Elder Things can be strikingly powerful (they have the strongest minion in the game) for a sacrifice, and cause insanity in their opponents.
    • Innsmouth has only low-level minions, but can empower them and play them in droves, mirroring the town's status as being populated by belligerent but not-particularly-threatening half-humans.
    • The Minions of Cthulhu are a potentially very powerful deck, loaded with game-changing actions and abilities, but often forcing their controller to draw madness cards or sacrifice their own minions; one would expect that bargaining with Cthulhu comes with non-trivial drawbacks, while bestowing great power.
    • Miskatonic University lets its controller empower themselves by drawing and getting rid of madness at just the right times in the just the right ways. Makes sense for an institution that routinely encounters eldritch horrors.
    • Cyborg Apes, being cyborgs, like to modify themselves. Being apes, they can also be whipped into frenzies, increasing their power.
    • Shapeshifters mimic the power and abilities of other cards, including cards belonging to their controller or other players. Many of their minions can be exchanged for other minions.
    • Super Spies are all about planning, having cards that let the player arrange the top cards in their deck to plan ahead, while disrupting the plans of other players.
    • Time Travelers let their controller dip into the 'past' by replaying things that are already on the field, or in their discard piles.
    • Vampires drain minions, destroying them while increasing their own power.
    • Mad Scientists "experiment" on their minions to augment their power levels.
    • Giant Ants have minions with relatively low power, but get lots of power-bonus tokens that can be swapped around, simulating them having a hive mind.
    • Werewolves can gain temporary bursts of power, representing their transformation to wolf form.
    • Geeks can negate or otherwise mess with the cards in various ways, including countering or even banning them.
    • Fairies have abilities that give them a variety of options, making them very tricky and versatile. They also have a lot of minion-altering actions that can move around between minions.
    • Kitty Cats can use their mix of cuteness and grumpiness to decrease other minions' power and then take control of them, often destroying them for bonus effects.
    • Mythic Horses are herd-based, and can play and move large amounts of minions at a time. Their minions also gain increased power when on bases with ally minions through The Power of Friendship.
    • Princesses have only six minions, but they all are different and each have 5 power and strong abilities. They also have many actions that let them take control of situations and showcase their supremacy.
    • Clerics can prevent minions from being discarded and retrieve cards from the discard pile.
    • Dwarves dig treasures out of the treasure deck and discard pile and get stronger when they are equipped with treasures.
    • Elves like helping others, by allowing them to draw cards or get power boosts, though it's to better help themselves.
    • Halflings can spawn several minions at the same time, usually on bases where you're behind.
    • Mages spend your cards as mana to cast powerful spells.
    • Orcs are tough and nearly unaffected by actions. Being bullies, some cards even reward you for overpowering or outnumbering your opponents.
    • Thieves smuggle treasures to get more points or power. They can even steal other players' points or action cards.
    • Warriors hunt down monsters and gain power from destroying them or from being on the same base as them.
    • Superheroes start out as mild-mannered citizens, but can transform into formidable forces for good.
    • Mythic Greeks grant the player bonuses for playing multiple actions in a turn, relying upon godly actions to give them divine power.
    • Sharks move hard and fast, destroying weak minions with ease and drawing more sharks with the resulting blood in the water.
    • Dragons specialize in fire-fueled possession and intimidation - razing and occupying pivotal bases, diminishing the power of their enemies, and hoarding cards and victory points from their enemies.
    • Tornadoes are quick and unpredictable, blowing into bases with ease, and scattering enemies to the four winds.
    • Astro Knights use the power of The Fours to increase their power and break bases. Also, they're currently the only faction to have 10 unique minions.
    • Changerbots transform between low-power utility vehicles and high-power robots.
    • Ignobles frequently join your opponents' teams, which can actually help them win bases, but their alliances are short-lived... usually.
    • Star Roamers can teleport your minions back into your hand or move them to other bases.
    • Explorers travel from base to base and search for the next interesting base to break.
    • Grannies can call faraway relatives for a visit (as far as being on the bottom of the deck) and always have a little treat ready in their bag (the top of the deck) for their grandchildren.
    • Rockstars perform way better on the best stages (bases with a high breakpoint) and their performance can attract a handful of Groupies.
    • Teddy Bears can defend you against most threats (high-power minions, swarms of minions, low-power minions, minions with troublesome abilities,...)
    • Smash Up All Stars can easily pass the ball with their partner faction, showcasing their stronger elements.
    • Itty Critters feature trainers that can repeatedly summon their small minions and recall them back into the deck.
    • Kaiju are so imposing and destructive even their base actions have power and cause severe damage.
    • Magical Girls have magical powers that get better the more members there are on their team.
    • Mega Troopers wait for the climax of a fight (right when a base scores) to fully unleash their powers and fight for the points.
  • Punny Name: Most of the cards.
    • The Cease and Desist expansion is full of it.
  • Quantity vs. Quality: Some factions (Robots, Innsmouth, Mythic Horses, to a lesser extent Zombies) represent quantity, being able to put lots of minions in play. Opinions vary on what a 'quality' minion is, but high power (Dinosaurs, Elder Things, Cyborg Apes, Bear Cavalry, Princesses) and useful abilities (Minions of Cthulhu, Tricksters, Aliens, Elder Things) certainly come to mind.
  • Raptor Attack: The War Raptors, who all gain an extra power per raptor on a base (including themselves).
  • Rule of Cool: This game takes the concept and runs with it.
  • Second Place Is for Winners: Some bases award more points or abilities to the player with the second-highest total power when the base breaks.
    • The Wintersquashed base from Cease and Desist allows you to give minions to other players so they get first place when the base breaks.
  • Shout-Out: A heavy amount of them.
  • Status Buff: Many cards give power bonuses to minions. Monster Smash introduced +1 Power Tokens, which give permanent boosts to minions and can sometimes be moved to other minions.
  • Switch Out Move: The Aliens and Time Travelers are good at this, being able to remove their minions from play and replay them.
    • The Shapeshifters, Killer Plants, and Superheroes can swap their minions in play with minions from their deck, and Ninjas and Star Roamers can swap their minions in play with other minions from their hand.
  • The Trickster: Surprisingly, not the Trickster faction, which is more about restraining players than tricking them. The Ninjas fit this trope though, being based around surprising moves and come-from-behind victories. The Super Spies also qualify, as their theme is facilitating plans on the part of their player and disrupting the plans of other players.
  • Tyrannosaurus rex: The Dinosaurs' King Rex.
  • Unskilled, but Strong: The Dinosaur faction is based around this. Their minions are strong, and they have the tools to get stronger, but aside from that (and a limited ability to destroy other minions) they don't really do anything else.
    • Their strongest unit King Rex has a huge power of 7, making him the strongest character in the base set, but he has no special ability whatsoever. In the expansions, there's a minion stronger than he is (the Elder Thing), but its player has to destroy two of their own minions to put it into play.
  • Visual Pun: All over the place. A particular standout is the Giant Ants' "We Will Rock You", which depicts a Worker about to flatten some unfortunate cops with a huge rock.
  • Weak, but Skilled: The Wizards' minions have decreased power, but they have many abilities that allow the player to draw extra cards and play extra actions.
    • The Robot faction has multiple 1-power minions, but which can buff each other up or summon even more minions. Sometimes both.
    • Innsmouth has literally no minions with anything other than 2 power (which is usually the lowest power in a given deck), but their ability makes it easy to play lots and lots of them, and they have many actions that empower weak minions.
  • Weaponized Animal: The Dinosaur faction consists of dinosaurs equipped with hi-tech armor and lasers. No, really.
    • There's also the Cyborg Ape faction.
  • Zerg Rush: The Robot faction's strategy. They're the only faction to have 18 minion and 2 action cards note , and many of their minions' abilities let their controller play extra minions, but they're also the only faction with minions of 1 power.
    • Innsmouth plays with this trope; they focus on drawing lots of weak minions rather than playing them.
    • The Zombie faction's ability to play cards from the discard pile also lends itself to this.
    • Mythic Horses are also good at playing a ton of minions on one turn.
    • Halflings can drop a lot of weak minions too.

The expansions contain examples of:

  • Ascended Meme: Bear Cavalry is an actual faction featured in an expansion. They even have actions called "You're screwed" and "You're pretty much borscht".
  • Badass Adorable: The factions in Pretty Pretty Smash Up are all "cute" things like Fairies and Kitty Cats, but they can throw down with the best of them.
    • The Teddy Bears from What Were We Thinking are supremely cuddly, as befits a whole faction of plush toys, who are also the absolute kings of the Stone Wall strategy.
  • Bears are Bad News: The Bear Cavalry.
  • Big Creepy-Crawlies: The Giant Ants faction.
  • Captain Ersatz: Many examples, lampshaded in "Cease and Desist".
  • Chainsaw Good : The Chainsaw of Bloody Dismemberment treasure.
  • Crossover: They have a crossover with Munchkin known as Munchkin Smash.
  • Cute Kitten: The Kitty Cats faction. They use their cuteness to their advantage by taking control of enemy minions, then destroying said minions.
  • Difficult, but Awesome: Ghosts. They become stronger by having fewer cards in-hand, running counter to conventional strategy, and being hard to deal with because of it, but they really do gain lots of power through this mechanic.
    • Time Travelers are also this. They have very little base-breaking or minion-altering abilities, instead utilizing their deck and discard pile in unconventional ways, such as placing cards from their discard pile on the bottom of their deck. If played well, however, they are a useful support faction with huge late-game potential.
    • Ignobles are tricky to play well with. You can give control of your minions to your opponents to draw cards or play extra cards among other things, but by doing so you give more power to your opponents and can help them break bases in a better position than you. Fortunately, there are some cards that allow you regain control of the minions you donated or just get rid of them.
  • Ditto Fighter: The Shapeshifter faction. They have minions who can take on the power of the strongest minion in play, minions that can take on the abilities of other minions, minions that can replace themselves with another minion (essentially transforming into them), and action cards that take on the form of other's action cards.
  • Eldritch Abomination: The Elder Things. The Minions of Cthulhu also contains one, and Innsmouth is a whole town full of human-abomination hybrids.
  • 11th Hour Superpower: The entire gimmick of the Mega Troopers, most of whom have abilities and actions that trigger during the climax of a battle (right before a base scores), making them very good at pulling the rug out from under your foes.
  • Escape Battle Technique: The Elves have two actions that allow them to flee a base before the victory points are awarded.
  • Everything's Even Worse with Sharks: The Shark faction will hunt down and kill low-power minions and gain power from doing so.
  • Extranormal Institute: The Miskatonic University faction, which can also double as an Academy of Evil depending upon who they get paired up with, specializing in controlling and removing Madness cards.
  • Fur Against Fang: A definite possibility thanks to Monster Smash, which includes both Werewolves and Vampires as factions. Though there's nothing stopping you from teaming them up as your selections, and the two aren't a bad combo.
  • Gender Bender: Some of the Astroknight minions have their gender changed from their original counterparts.
  • Herr Doktor: The Mad Scientists' king Minion is one, and is called by exactly this name. He can place +1 power counters on other minions as a talent.
  • Instant Awesome: Just Add Dragons!: The Dragon faction
  • Life Drain: The Vampire faction is based on destroying minions to power up your own.
    • The Sharks faction does this as well.
  • Madness Tropes: The Obligatory Cthulhu Set runs into many of these, having an entire madness deck (30 cards named 'Madness'), and being themed around source material that often involves people losing their minds.
  • Man-Eating Plant: The "Venus Man Trap".
  • Maniac Monkeys/Killer Gorilla: The Cyborg Apes.
  • Mechanically Unusual Class: The Ghost faction, who rely on having as few cards on your hand as possible, and have cards that allow the player to discard cards.
    • The Kaiju faction is notable for having only three rather weak minions and a whopping seventeen actions, with said minions being primarily focused on summoning their Titan, Gorgodzolla. To make up for their dearth of minions, they're the only faction in the game with actions that generate Power on their own.
  • The Mole: The Super Spies have a minion named after this. They also have ability that lets them control an opponent's minion, retroactively meaning that that minion was a mole.
    • The Ignobles can also pull this if they aren't capable of recovering cards they've given to other players. Their Betrothed minion is perhaps the most straightforward of the bunch, awarding their owner bonus VP for letting another player win the base.
  • Mad Scientist: The Mad Scientist faction.
  • Mind Control: An ability of the Ghosts allows the player to permanently take control of one of their opponents' minions.
    • This is the Kitty Cats' MO. They can temporarily take control of other players' minions, and in many cases destroy them to gain bonuses for themselves.
    • Partially inverted by the Ignobles as you willingly give control of your minions to other players, and if you have the right cards, you can take back control of minions you gave.
  • Never Mess with Granny: The Grannies faction, naturally, specializing in manipulating their own deck. Even better, one of their Minions is actually called Granny, and she's depicted with a very matronly shotgun.
  • One-Hit Kill: Applied to bases of all things; the Plants and Werewolves have a card that reduces a base's breakpoint to zero. Taken a step further with Dragons, who can just straight up destroy a base and all actions on it.
  • Power at a Price: Madness Cards. You can either return them to the Madness deck (which costs an action), or use them to draw extra cards (something just about every faction benefits from). The catch: every two Madness cards you have at the end of the game deducts one Victory Point from you!
    • This is the hat of the Minions of Cthulhu. They have powerful and varied abilities, but often force the player to draw madness cards, or destroy their own minions.
  • The Power of Friendship: The Mythic Horses' hat, in perhaps a Shout-Out to My Little Pony: Friendship Is Magic. Many of their actions and minions gain benefits for having one or more minions on the same base.
    • The Magical Girls factions runs along similar lines, restoring and powering up friendly minions, as well as having abilities and actions that get more and more powerful the more friendly minions are on a base.
  • Red Shirt: The Star Roamers' Ensigns are an obvious reference to this. They can even jump in and take damage instead of the minion your opponent was targeting.
  • Shapeshifter: The Shapeshifter faction.
  • Shark Man: All the minions of the Sharks faction are basically muscular humans with shark heads.
  • Stock Animal Diet: The Cyborg Apes eat loads of bananas and the background of their cards often picture bunches of bananas.
  • Strong Ants: The Killer Ants faction, whose weakest minions are able to lift cars with ease and specialize in pumping up themselves and their allies with +1 counters.
  • Switch Out Move: The Tornados faction specializes in this, being able to move both their minions as well as their opponents' minions.
  • Waxing Lyrical: All of the action cards (and the king minion card) of the Giant Ants faction are named after Queen songs. note  Singing card names when you play them is entirely optional.
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