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Planet Of Hats / Smash Up

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Each faction centers around a given mechanic/playstyle, usually related to the faction thematically, but most factions can do a little of 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 assassinate 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 mass-produce whole hordes of (mostly) low-power minions that synergistically support each other.
  • 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 gain benefits as their controller loses cards, growing more powerful as they become more immaterial.
  • Killer Plants "put down roots", so 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-powerful half-humans.
  • The Minions of Cthulhu acquire great power by inflicting madness on themselves or sacrificing their own minions; one would expect that bargaining with the unfathomable Cthulhu comes with non-trivial drawbacks, while bestowing great power.
  • Miskatonic University's careful study of eldritch horrors lets them gain power and get rid of madness at just the right times in the just the right ways.
  • Cyborg Apes, being cyborgs, like to modify themselves with play-on-minion action cards. 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 gather intelligence about players' decks, allowing them to plan ahead and disrupt 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 unique, 5-power minions, befitting their royal station. They also have many actions that let them take control of situations and showcase their supremacy.
  • Clerics use protection and resurrection magic to 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, but they always benefit as well.
  • Halflings, being sneaky underdogs, 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 destruction, ruining bases and occupying the wreckage.
  • 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 constantly switch sides and betray their controllers to gain benefits.
  • 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 uses the city-flattening Actions of the immense Gorgodzolla to smash bases rather than a standard compliment of minions.
  • 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.
  • Sheep are the ultimate followers in that their minions actually follow any minion they see moving and they can redo other players' used actions.
  • Disco Dancers can create groups of "synchronized dancers" — if one of them does something (move, gain power, kill themself), the whole group does it as well.
  • Kung Fu Fighters train to gain power and use the power of their opponents against them (hence leeching their power), and can one-hit-KO most minions.
  • Truckers treat base actions like actual trucks, driving them to other bases and stealing them from their opponents.
  • Vigilantes are a "kingless" faction with just minions of power 4, but can still defend themselves quite well and have abilities you really don't want to mess with.
  • Ancient Egyptians embalm your cards, making use of the new burying mechanic, so they can rise from the base they were buried on when the time is right.
  • Cowboys start one-on-one duels with other players' minions in an attempt to destroy the weak minions, because clearly bases ain't big enough for the two of them.
  • Samurai are fighters with a strong, near-suicidal sense of honor who will give you great pride and benefits if they meet their end on the field.
  • Vikings are the ultimate pillagers, stealing and ransacking any card from your opponents' hand, deck and discard pile for you to use.
  • Luchadors like to show off by creating complex card combos, usually setting things up with a Set-Up action and finishing with a big card.
  • Mounties defend the bases against your opponents, pointing their guns when enemies are present and chasing them down.
  • Musketeers' fencing skills allow them to chain a lot of actions.
  • Sumo Wrestlers throw opposing minions off their bases and get stronger each time they eat.
  • Penguins pop directly out of their deck, sometimes going back there, like they are coming in and out of water.
  • Anansi Tales are all about sharing stories with other players and those stories are also worth sharing with others as well.
  • Ancient Incas, known for their architectural prowess, stack actions to create big cities, adding walls, temples, armories, etc.
  • Grimm's Fairy Tales recreate key moments of known German tales, such as reuniting the Gretel and Hansel duo or the lesser-known Red Rose and Snow White duo (renamed "The Other Snow White", not to be confused by the other apple-loving Snow White), using The Woodsman's Axe to kill off Big Bad Wolf to spawn two minions from its remains, or having a minion kiss The Frog Prince to change it into Prince Charming or a better fit.
  • Polynesian Voyagers travel from island to island, exploring unvisited ones or discovering all new ones, and use their tattoo power to gain strength.
  • Russian Fairy Tales revolve around minions transforming into other stuff, a common fairy tale trope.
  • Avengers are a team of everyone's favorite unique kick-ass heroes. You know you just want to see them show off their signature moves, unique action cards that combo with their respective Avenger for much greater effects.
  • Hydra stand by their motto — kill one of them and it's litterally replaced by two others, especially when they sacrifice themselves on the orders of their leaders.
  • Kree are a militaristic race that can chain powerful action combos and burst with full force to take down bases.
  • Masters of Evil are always working on some sort of secret plans that can help them get much closer to victory if they manage to carry them out.
  • S.H.I.E.L.D. are able to call in other minions for backup and work more efficiently when they all gather as a team.
  • Sinister Six chose an unorthodox way to conquer bases: directly shooting down their breakpoints, and the more chaos that causes, the more they revel.
  • Spider-Verse can swing in on bases at the last second, but that's not where they can get the most out of their skills, preferring to stick to their own friendly neighborhood (your own Play Cards phase).
  • Ultimates fly all over the bases to where they are needed, with that FTL velocity allowing them to pack quite a punch.

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