Smash Up: Science Fiction Double Feature - Board Game Box Shot

Smash Up: Science Fiction Double Feature

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Smash Up is back with even more wild factions in the mix! Science Fiction Double Feature brings four new groups to the base-smashing business, with abilities unlike those seen before!

Time Travelers – The time stream has been compromised. Robots from the future mingle with pirates, extinct dinosaurs move with magical wizards… everything is all smashed up! That’s where the Time Patrol steps in. Organized in 1976 and led by the enigmatic Doctor When, the Time Patrol works to keep time flowing… in the manner they deem best.

Cyborg Apes – In a daring raid on a top secret research facility, apes stole the latest in cybernetic enhancements, and are now enacting their centuries old plan to take over the world! Combining their natural athleticism and powerful strength with high-tech augmentations, these apes will go bananas all of your opponents!

Super Spies – The shadow war between International Secret Intelligence and the evil HAVOC (Henchman and Villains of Chaos) continues. HAVOC’s schemes threaten the world, from weather changing satellites to lasers mounted on secret moon-bases, they can only be opposed by the daring agents of the ISI. Using the latest in espionage technology, the ISI will be able to foil your opponents plans before they even come to fruition.

Shapeshifters – Far below the surface of the earth, strange amorphous creatures have developed a thriving world, based on the manipulation of their own genetics. Now they plan to apply that knowledge to conquer our world above. Taking samples of the most powerful creatures and warriors they can find, these shapeshifters can use the best of whoever they copy.

Combine these groups into teams of two for various effects! Smash Up: Science Fiction Double Feature also contains 8 new Base cards to compete over.

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“My favorite Smash-Up Expansion! (So Far)”

So, I owned the base set and Awesome 9000 expansion. And I loved them both. The base set is fun and the expansion built on it by adding some strong factions that helped make other pairings even more powerful. My only gripe was with the limitations of the ghosts. Then I saw the Science Fiction expansion…

I think that the Science Fiction does what Awesome 9000 did, but better. Like all of the others, each faction has a very distinct feel that matches the theme of the faction. Time Travelers get to replay minions as if for the first time, Cyborg Apes get to modify themselves, Spies sabotage player’s decks and can steal bases at the last second, and Shape shifters mimic other cards.

Unlike Awesome 9000, in Sci-Fi each faction is either powerful enough on their own (apes), or pair well with many other factions (all the others). There just isn’t a weak faction among the bunch. The bases are also quite different from the other bases, making it a nice change of pace. If I had to, I would argue that the spies are the weakest, but they also have some really incredible cards with specials that could win the game if played correctly. Here’s a closer look at each faction:

Cyber Apes: These apes are strong but get stronger with their actions that largely play on minions. Their best minion can play actions from the discard pile on himself, and the flying monkey action can be devastating after a base scores. Pretty straightforward power faction.

Shapeshifters: Tricky bunch! They act like minions from other players or your own, and are good at getting minions out of your deck. They can make your opponent think again about which minions they want in play. These can play like a power faction or a support faction.

Time Travelers: This faction is great at replaying minions. This can be devastating since you re-use the action and can also move that minion to a new base. Imagine replaying the Ninja Master to destroy another minion, Mechanic to get an action out of the discard, or zapbot to play another minion. They are also good at getting actions and minions back into your deck. These guys pair really well with the Killer Plants, especially if you have the “Play three extra minions of the same name” card and a bunch of “Jumpers” who always end up back in your hand. This group is a great support group.

Super Spies: This group does deal a lot with deck control, but the real power is what they can do after a base scores. They have a lot of special action cards that can ruin a base break, including the Mole who’s ability is to use an action as a special action, making them a huge roadblock to anyone trying to score on a base. James Bond was always excellent with saving the day at the last second, right? These guys are kind of a “wild card” faction, as they mostly irritate your opponents with the deck control but then could potentially steal the game with their specials.

So, it depends. It depends on the cards you get, who you’re playing, the bases in play, and how you decide to play. The one thing I find consistent about the game of Smash-up is that everyone has a different opinion about who is strong or weak. You will have your own opinions about these decks, and that’s one of the reasons why I love this game.

 

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