Smash Up: Goblins
Smash Up: Goblins Rulebook
Table of Contents
Table of Contents
Game Contents
This set adds one faction, the Goblins, with 10 minion cards, 10 action cards and 2 base cards.
The Goblins are from the Smash Up Goblins set and do not have a Titan card.
Mechanics
Coin Flips
Goblins have a lot of cards that have you play heads or tails in order to determine their outcome, making this a seemingly very random faction to play with. Overall, both heads and tails results can be desirable. Heads tend to give you the better outcomes, most often +1 power counters. On the other hand, tails give you good or bad outcomes depending on the card--bad most often being the card doing nothing at all.
To mitigate that randomness, Goblins provide you with Diviners and Make Your Own Luck, a total of four cards you can use to change the result of a coin you're flipping if you don't get what you want.
Finally, Chaos Lord and Goblin Recruiters are two cards that trigger on you flipping coins, giving you additional effects on both heads and tails results, making good outcomes even better or balancing a bad outcome.
Minions
Chaos Lord
1 copy
Power 5 - Ongoing: After you flip a coin, if it was heads, place a +1 power counter on one of your minions; if tails, draw a card then discard a card.
Diviner
2 copies
Power 4 - Ongoing: Once per turn, immediately after you flip a coin you may discard a card to change its result. After the first time each turn you flip a coin, draw a card.
Blaster
3 copies
Power 3 - Special: Before this base scores, flip a coin. If heads, you may give this minion +2 power until the end of the turn. If tails, you may move this minion to another base.
Gobbo
4 copies
Power 2 - Flip a coin for each Gobbo in play (including this one). For each heads, place a +1 power counter on this minion.
Actions
"Magic" Helmet
1 copy
Play on your minion. Ongoing: This minion has +4 power. Before this base scores, flip a coin. If tails, destroy this minion.
A Little Help
2 copies
Flip a coin. If heads, you may play an extra minion. If tails, you may play two extra actions.
Bushwacking
1 copy
Choose a minion and flip a coin. If heads, destroy the minion. If tails, move it to another base.
Demolition
1 copy
Flip three coins. For each heads, place a +1 power counter on one of your minions. For each tails, you may destroy an action on a base or on a minion.
Goblin Recruiters
1 copy
Play on a base. Ongoing: After you flip a coin, if it was heads, draw a card; if tails, you may shuffle a card from your discard pile into your deck.
He Who Smelt It
1 copy
Choose a minion and flip a coin. If heads, place a +1 power counter on that minion and you may choose another minion and flip again. If tails, you may play an extra action.
Make Your Own Luck
2 copies
Special: Play immediately after you flip a coin. Change its result.
Revving Up
1 copy
Choose a base. Flip a coin for each of your minions there. For each heads, place a +1 power counter on that minion. For each tails, that minion gains +2 power until the end of the turn.
Bases
Goblin Caves
1 copy
Breakpoint 17 - VPs: 3 1 1 - After this base scores, each player with a minion here may flip a coin. If heads, they gain 1 VP. If tails, they discard two cards.
Goblin Town
1 copy
Breakpoint 21 - VPs: 4 2 1 - After you play a minion here, flip a coin. If heads, place a +1 power counter on that minion.