Today, I'd like to talk about the Smash Up's Core set's eight factions. There are eight unique groups to select from in the Core set, each with their own gifts and talents. The key to understanding Smash Up is considering what factions would work well together as a team, and I hope that this primer will help. Note that I am far from a tournament player, but I have put in several hours playing the game, so I am not necessarily inexperienced, either. I'll cover four factions this week, and tackle the remaining four the next.
DINOSAURS (with lasers!)
Focus - Power Boosts, Destroying Minions
The 'Saurs are the Core set's heavy group, with a mighty Power 7 King Rex and a plethora of cards that focus on boosting your team's power or destroying your rivals' cards. There's not a ton of nuance to the Dinosaurs; they are pretty much all about dominance.
The 4 War Raptor minions start at a low Power 2, but can gain +1 power per War Raptor in play at one base, making them one of the better common minions in the Core set. Minion King Rex can really shake up your rival player's game plan thanks to its exceptionally high Power 7. Howl and Augmentation actions can quickly boost your overall Power status on a base until the end of a turn.
And lastly, Dinosaurs have two action cards that restrict your opponents from messing with you: Tooth and Claw...and Guns prevents a minion's ability from affecting a designated minion, while Wildlife Preserve grants you immunity from other players' actions on a base. These are useful due to the overwhelming focus on eliminating other player's minions and to boost up your power; you don't want a alien, pirate, or ninja player to mess up your plans!