All factions
Smash Up: Marvel
SINISTER SIX
Medium-High
Play base modifiers, reduce the breakpoint of bases and gain advantages from bases with low breakpoints.
Description
The Sinister Six are one of the 8 factions from the Smash Up: Marvel set.
They focus on playing base modifiers, reducing the breakpoint of bases and getting advantages on bases with low breakpoints of 19 or less.
Their complexity rating is: Medium-High.
Other factions from the same set: Avengers, Hydra, Kree, Masters of Evil, S.H.I.E.L.D., Spider-Verse, Ultimates.
Cards Overview
The Sinister Six have the usual 10 characters and 10 actions. The total character base power (not counting any abilities) is slightly lower than usual at only 28 or an average of 2.8 per character compared to the usual 30 and 3.
Among their actions, there are:
* 0 character modifiers,
* 7 base modifiers: Cover the Exits, Incite Panic, My Master Plan, Pressure from All Sides, Reroute the Power (2x), Witness Our Superiority,
* 3 standard actions (0 that affects one or more characters, in bold): Ambush (2x), Move the Goods,
* 1 action that directly increases a character's power: Cover the Exits.
2x Ambush - Reduce a base’s breakpoint by 4 until the end of the turn.
1x Cover the Exits - Base modifier. Ongoing: Your characters here have +1 power. After this base scores, if its breakpoint was 19 or less, shuffle up to two of your characters here into their owners’ deck.
1x Incite Panic - Base modifier. Ongoing: Other players’ characters here have -1 power. If the breakpoint here is 19 or less, other players cannot use Special abilities while this base is scoring.
1x Move the Goods - Move a base modifier from one base to another. Special: You may play this after a base scores.
1x My Master Plan - Base modifier. Talent: If the breakpoint here is 19 or less, draw a card.
1x Pressure from All Sides - Base modifier. Talent: Reduce this base’s breakpoint by 1 for each character on it until the end of the turn.
2x Reroute the Power - Base modifier. Talent: If the breakpoint here is 19 or less, give one of your characters here +3 power until the start of your next turn.
1x Witness Our Superiority - Base modifier. Ongoing: This base’s abilities are cancelled.
Actions
2x Ambush - Reduce a base’s breakpoint by 4 until the end of the turn.
1x Cover the Exits - Base modifier. Ongoing: Your characters here have +1 power. After this base scores, if its breakpoint was 19 or less, shuffle up to two of your characters here into their owners’ deck.
1x Incite Panic - Base modifier. Ongoing: Other players’ characters here have -1 power. If the breakpoint here is 19 or less, other players cannot use Special abilities while this base is scoring.
1x Move the Goods - Move a base modifier from one base to another. Special: You may play this after a base scores.
1x My Master Plan - Base modifier. Talent: If the breakpoint here is 19 or less, draw a card.
1x Pressure from All Sides - Base modifier. Talent: Reduce this base’s breakpoint by 1 for each character on it until the end of the turn.
2x Reroute the Power - Base modifier. Talent: If the breakpoint here is 19 or less, give one of your characters here +3 power until the start of your next turn.
1x Witness Our Superiority - Base modifier. Ongoing: This base’s abilities are cancelled.
Characters
1x Doctor Octopus - power 4 - Ongoing: At the start of your turn, you may reduce this base’s breakpoint by 4 until the end of the turn.
1x Mysterio - power 4 - Talent: Play a base modifier here as an extra action OR draw a card.
2x Green Goblin - power 3 - Talent: Reduce this base’s breakpoint by 3 until the end of the turn.
2x Vulture - power 3 - You may place a base modifier from your discard pile on top of your deck.
2x Electro - power 2 - Ongoing: This base’s breakpoint is reduced by 2.
2x Sandman - power 2 - Ongoing: This character has +2 power if the breakpoint here is 19 or less.
Mechanics
Play base modifiers, reduce the breakpoint of bases and gain advantages from bases with low breakpoints.