Got to play a proper game of Smash Up last night (i.e. not one with 6 players) and it was as fun as I remember. I really like the mash-up of factions that creates interesting tactics and situations, though in some cases it can get a bit 'math-y' for my poor dumb brain. Especially when I was playing Robots and Killer Plants who seem to benefit from massive chains and surprise points boosts.
One of the guys actually used an Adventure Time variant designed by someone on BGG, except he's pretty talented with design stuff so he made much better artwork for the cards and another friend used a site to get them printed on nice stock. At first glance, they might seem a little overpowered, but I think my friends' experience with it hasn't borne that out, nor did they win last night...though, they were very close.
The teams were Adventure Time-osaurs, Steampirates, Ghizards (Ghost Wizards, obviously!) and...Robo-Crop (my Robots and Killer Plants).
Things started OK for me, as I went for the 'minions = victory points' base fairly unchallenged, since the others were fighting over another. I was all set to score the base with 7 (possibly 8 depending on luck) minions on my next go...until the other base scoring allowed the steampirates guy to jump a couple of his minions onto mine, triggering it and netting me just 4 points instead. After that I used an action to kill off his annoying base-jumping pirate, but he had another one ready on his next turn. Still...the Adventure Time-osaurs started targetting his minions for destruction after that, which worked in my favour, and he only earned himself a measly 2 points.
The Adventure Time-osaurs then started pulling away a bit and I was looking to use up some actions to clear my hand and delay any further scoring occurring for a bit. Things were starting to align for me on a base I'd merely been delaying and so I went for it, and was all ready for another big chain to steal the full 5 points...when the steampirate went and ruined everything again. Oh, well, can't blame him, that sudden minion-shifting strategy is obviously the best one he has with those factions (the jerk!). Anyway, I get 3 points for 2nd, bringing me up to a total of 7.
Then comes another fight for a base and I had to take a good while just to figure out what order I would play my cards. Basically, I was looking to play a minion, which then gives me the ability to play another minion on that turn, plus that particular base also awards an extra minion play for every minion played there (see where this is going?). And, of course, in my hand I had minions that increase their value depending on what other minions are out, plus I had to get the order right so I could use an action to search my deck for a copy of a minion already out...and also had to keep in mind that one minion gave me the option to destroy someone else's of a lesser value than the number of minions I had on the base...but still keep the value enough to score the base. Bit of a headache, but with a double-check of the calculations thanks to the friend who had to sit things out to finish an essay (poor guy), I had it right, managing a fairly decent chain and scoring the base for...4 whole points, putting me tied with the Adventure Time-osaurs on 11.
Out comes a base where players have the option of destroying a minion at the start of their turn to earn 1VP. There were genuine concerns that the Adventure Time-osaurs will go this route, but in hindsight I could see how that might be too slow a method. Anyway, he makes a strong play for the base but then the Ghizards pull off something pretty amazing. Early on, the guy had grumbled that the decks don't go too well together since they seem to rely on completely different setups; lots of cards in hand for wizards, and a reliance on a dea®th of cards for ghosts. However, he managed some pretty complicated card-wrangling to get some of the ghost's trickier abilities working so he messed up the Adventure Time-osaurs' plans and stole the base from them. Still, they got 3 points for 2nd place and were sitting at 14 of the winning 15 VP.
Then it comes to me, having patiently been trying to build towards another epic chain but nearing my hand limit. Now was the time to start doing something and hopefully push towards the win so I can secure it on my next turn. I've been eyeing up a base worth 4VP to the highest victor there, that needs 23 points to score and already has 5 points on it. I've forgotten the exact order of things from there but I know I get lucky with a hoverbot draw (reveal top card, if it's a minion, play it) and wind up doing some massive chain of minion-playing that allows more minion-playing (with some deck searching) and so on while everyone looks on in despair...until I get the base total to 20 with one more minion-play allowed. So I lay down the last one I have in-hand, which is the Microbot Alpha. It's worth just 1 point, but gets its value increased by 1 for each Microbot in play. I shrug, "But none of my other minions are Microbots". I'll get it on my next turn, I'm sure, I think to myself.
The Adventure Time-osaur guy, obviously more versed in the game than I am, annoyedly declares, "Gregg's won." I look confused. He points out the bit of text on the Microbot Alpha card that I'd forgotten about: All of your minions are considered Microbots. So the little guy jumps up to a worth of something like 5 or 6 points, meaning the base went over the limit by 2-3 points (making my chain an epic 20-21 points)
I had won. And I was the only one who wasn't aware at first. That annoyed everyone just that little bit more.
So much for Adventure Time being overpowered. I get the sense Robo-Crop is...
After that we played Alhambra, but I've told you about that before and also I'm clearly terrible at it and it's kinda boring, so we'll skip that.