All factions
The Obligatory Cthulhu Set
INNSMOUTH
Medium-High
Keep playing and refilling your hand with the same power-2 minions and gain benefits for having several minions with the same name on bases.
Description
:This page is about the faction. For the base of the same name, see Innsmouth (base).
Innsmouth is one of the 4 factions from The Obligatory Cthulhu Set.
The Locals of Innsmouth surge up from the depths of your deck to welcome all into their slimy scaly fold! *gurgle glub glub glub*
Their complexity rating is: Medium-High.
Other factions from the same set: Elder Things, Minions of Cthulhu, Miskatonic University.
Cards Overview
The Innsmouth faction has the usual 10 minions and 10 actions. Every minion is power 2 which leads to an unusually low total minion base power (not counting any abilities) of only 20. The usual is a total of 30 power and with an average of 3 power per minion. They are also one of the rare factions to have received a titan from the TITANS Event Kit.
Among their actions, there are:
*0 play-on-minion actions,
*2 play-on-base actions: In Plain Sight, Sacred Circle,
*8 standard actions (3 that affect one or more minions, in bold): Mysteries of the Deep, New Acolytes, Recruitment, Return to the Sea, Spreading the Word (2x), The Deep Ones (2x),
*2 actions that directly increase a minion's power: The Deep Ones (2x).
10x The Locals - power 2 - Reveal the top three cards of your deck. Place any The Locals revealed into your hand. Put the rest of the cards on the bottom of your deck.
1x In Plain Sight - Play on a base. Ongoing: Your minions here of printed power 2 or less are not affected by opponents' cards.
1x Mysteries of the Deep - If you have three or more minions with the same name on a base, draw 3 cards, then you may draw 2 additional cards and 2 Madness cards.
1x New Acolytes - All players shuffle all minions in their discard piles into their decks.
1x Recruitment - Draw up to three Madness cards. For each one drawn, you may play an extra minion this turn.
1x Return to the Sea - Special: After a base scores, return any number of your minions with the same name on that base to your hand.
1x Sacred Circle - Play on a base. Talent: You may play an extra minion here with the same name as another minion here.
2x Spreading the Word - Choose a minion in play. Play up to two extra minions with the same name as that minion.
2x The Deep Ones - Each of your minions of power 2 or less get +1 power until the end of the turn.
:(available in each Smash Up TITANS pack released with the TITANS Event Kit)
1x Dagon - Special: On your turn, you may play this titan on a base where you have two or more minions with the same name. Ongoing: You have +1 power here for each of your minions here that has the same name as another minion here. Talent: Play an extra minion here.
* Innsmouth
*Ritual Site
1x In Plain Sight - Play on a base. Ongoing: Your minions here of printed power 2 or less are not affected by opponents' cards.
1x Mysteries of the Deep - If you have three or more minions with the same name on a base, draw 3 cards, then you may draw 2 additional cards and 2 Madness cards.
1x New Acolytes - All players shuffle all minions in their discard piles into their decks.
1x Recruitment - Draw up to three Madness cards. For each one drawn, you may play an extra minion this turn.
1x Return to the Sea - Special: After a base scores, return any number of your minions with the same name on that base to your hand.
1x Sacred Circle - Play on a base. Talent: You may play an extra minion here with the same name as another minion here.
2x Spreading the Word - Choose a minion in play. Play up to two extra minions with the same name as that minion.
2x The Deep Ones - Each of your minions of power 2 or less get +1 power until the end of the turn.
Actions
1x In Plain Sight - Play on a base. Ongoing: Your minions here of printed power 2 or less are not affected by opponents' cards.
1x Mysteries of the Deep - If you have three or more minions with the same name on a base, draw 3 cards, then you may draw 2 additional cards and 2 Madness cards.
1x New Acolytes - All players shuffle all minions in their discard piles into their decks.
1x Recruitment - Draw up to three Madness cards. For each one drawn, you may play an extra minion this turn.
1x Return to the Sea - Special: After a base scores, return any number of your minions with the same name on that base to your hand.
1x Sacred Circle - Play on a base. Talent: You may play an extra minion here with the same name as another minion here.
2x Spreading the Word - Choose a minion in play. Play up to two extra minions with the same name as that minion.
2x The Deep Ones - Each of your minions of power 2 or less get +1 power until the end of the turn.
Characters
10x The Locals - power 2 - Reveal the top three cards of your deck. Place any The Locals revealed into your hand. Put the rest of the cards on the bottom of your deck.
Strategy
Thankfully, only The Locals specify The Locals by name, so their actions are fair game to other factions.
Synergies
Thankfully, only The Locals specify The Locals by name, so their actions are fair game to other factions. Factions that play lots of extra minions, especially ones of power 2 or less, are ideal for Innsmouth.
*Robots: These two factions fit seamlessly in many ways. Just do it. You'll have a good time.
*Zombies: Both factions love power-2 minions. The Locals are quite vulnerable to destruction, which Zombies are specialized in recovering from. Some of their actions conflict with each other, but with careful timing you can keep your Tenacious Z's on the field while returning The Locals to your deck.
*Miskatonic University: They offer a surprising number of extra minions and power boosts, as well as helping you search through your deck for The Locals, all of which greatly help Innsmouth. Feel free to indulge in Mysteries of the Deep and Recruitment.
*Killer Plants: I've heard fish is great fertilizer! But really, it's the other way around. The Plants bypass The Locals' nonsense to hook them straight out of the deck, so you can surge onto shore much faster.
Tips
The resulting effect is that The Locals "bubble" out of your deck. Sometimes you find a cluster of them and sometimes you don't draw any for a while. Whenever you play a Local, you have a varying chance of drawing extra Locals. This tends to front-load them. You'll get a lot of them during your first several turns, but when the rejected cards come up to the top you'll have 0% chance of drawing Locals. You might feel put out by having to reject cards that you wanted, but this is a fallacy. Under normal circumstances, you aren't supposed to know what you'll draw next out of your deck. That's the point. However, if you have a good memory, you get a sense of how your deck is arranged, and if your opponents will allow you, a little sleight of hand puts some cards ahead of others.
These are extra card draws. They may not be very valuable individually, but a card draw is a card draw, and a minion play is a minion play. Having weak minions and the ability to play them is more powerful than having strong minions but no ability to play them. Actually, Innsmouth's actions have their maximum effect once you've found most of your Locals, specifically favoring minions of power 2 or less with the same names. You get to play them all rapidly, power them up all at once, and recover them from the discard pile afterwards. Due to The Locals' front-loaded "bubbling" behavior, Innsmouth's impact on the game flows and ebbs like the tides of the sea.
Mechanics
Keep playing and refilling your hand with the same power-2 minions and gain benefits for having several minions with the same name on bases.