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If you’ve played more than a few games of Smash Up, you know games can easily be overwhelmed by the high-powered factions. One house rule we’ve taken to invoking occasionally is “faction removal,” where some decks are just plain taken out of consideration for draft. While this isn’t very fun with just the base set as it limits your options, it is easier with the Awesome Level 9000 expansion, now that there are twelve total factions in the game.
Contenders for removal, in order, are Zombies (recursion), Wizards (card draw), Robots (swarm), and Tricksters (discard). Each of these has a theme that is somewhat overpowered compared to the rest. Not all of them need to be removed in every game, but it does mix things up a bit to not have to deal with the same high-powered schticks all of the time. If you change this up at all, I would recommend not removing either Ninjas or Pirates, since those are the only two factions with a surprise factor (being able to move or play minions at the last moment when bases are scoring).
You can get a lot of mileage out of combining this with the “random factions” house rule. For the three-deck variant (which we’ve taken to calling Super Smash Up in our playgroup), we will set aside the “removed” factions, draft two decks from among the remaining eight factions, then randomly distribute the high-powered factions to each player (up to four) to make 60-card decks.
After playing a bunch, it seems like the best way to shuffle the decks for the start of the game is to first shuffle the factions individually, not combining them. Then just do one shuffle where you combine them then cut the deck, and start playing.
I say this because for a while when we kept shuffling the 2 factions together, we would get pockets of 1 faction and that would really slow down the game as you slogged through only those cards. Obviously, the second go through a deck you can’t really do this, but we found this made the game better for us.
Once you have played the game a few times it is easy to see that some factions can compliment others easily. Soon some factions are overlooked, we have added a house rule that allows a little more randomness. We roll a dice to determine which factions each person gets. We also keep track so that you can’t be either of the same factions from one game to the next.
I think the robots and pirates combo is the best. Pirates allow you to stick your minions on bases and robots let you sum up to take the base.
Ever wonder what would happen if you smashed up more than two factions? One creative way to do this is to have all the cards face up on the table. Have one person add any card they want to their deck, then the person to their left does the same continue around the table until everyone has 40 cards. Shuffle and begin playing.
This also fixes some problems with factions that some consider to be overpowered. Say your group agrees that wizards and zombies are somewhat better than the other factions. Now everyone can have a piece of those factions, eliminating any perceived unfair advantages.
I don’t know about you guys, but I always choose Wizards if they’re still available when it’s my turn to choose.
Wizard Robots, Wizard Aliens, Wizard Steampunks, Wizard anything is fantastic. Wizards are the best!
You can easily play more than 4 players, the only thing you need is an expansion to get enough decks.
Granted you have an expansion or 2, Each player chooses 3 decks and each player draws 8 cards and there is a 1 to 1 player/base ratio. Only play bases with a break value of 20 or greater. Each minion on a base counts as +1 to the total break point and you play to 25 points.