Expansion Review – Smash Up Micro-Expansion – Knights of the Round Table

It’s been a while since I did one of these micro-expansion Smash Up reviews (has it really been 5 months? Where has the time gone?).

I had meant to do these monthly, but that promise to myself was like a new version of Glory to Rome being published: not going to happen.

But I’m back!

I’ve already reviewed two of the four micro-expansions. This time around I’m going to be talking about those old glory-hounds, the Knights of the Round Table.

These honourable knights travel the world bases of the Smash Up universe, going on quests and generally getting in the way.

Let’s see how these guys work.

Like many factions in Smash Up, the Knights of the Round Table like to move around from base to base.

However, these guys have a purpose!

Isn’t it nice to have a purpose?

For the Knights, that purpose is quests, and you prepare the table by playing those base action quests onto a base, and then moving your knights to do them.

King Arthur is of course the leader of all these ragamuffins, and he can move his knights (or other minions) around at will. The added bonus, of course, is that if you have an action on that base, the minion gets a +1 power counter on it.

All the better for completing the quest!

The Grail is one of the most famous King Arthur quests, and it works in Smash Up as a way to get victory points and it even thins your deck just a little bit (assuming it’s completed before the base breaks).

As soon as you have three minions there of power 4 or more, the Grail goes away and you get two VP!

What comes to mind with this is if you combined the Knights with the Truckers (from the 70s expansion).

The Truckers’ Dekotora base action lets you move that action and up to three minions on that base to another base. So you could play the Grail on an empty base and then if you have Dekotora out with a couple of minions, boom! Instant 2-3 minions on the Grail base.

Of course they have to be 4-power minions, but still…

Most notable about this faction is that all of its minions have 4 power except Arthur, who has 5. So all of the Knights will meet this condition.

However, they only have 7 minions, keeping the power level overall about the same.

You have to make room for those quest base actions!

To facilitate all of these quests, the other Knight actions do their part in moving minions about.

The unpictured Merlin’s Library lets you play an extra minion on the base where it’s at, or move one of your minions to the base where it’s at.

Lots of interesting combinations and movements with this faction.

The bases of course, as usual, take advantage of the Knights’ common minion power and gives bonuses to anybody who meets the same criteria.

Camelot wants minions of power 4 or more and protects them from other players’ cards. You can also distribute your minions from here to somewhere else (maybe for a quest?).

The Round Table also rewards minions of the same power, though that one can help factions with multiple 2-power minions, for example. It’s benefits everyone!

All in all, I really enjoy this faction. It works well with other factions that move around a lot. I also think it works well with factions that like base actions.

Until writing this review, I hadn’t put the Knights and the Truckers together in my head, but now I’m salivating over it.

I have to try it!

The Knights are a fun faction to play and a worthy addition to your Smash Up inventory.

Have you tried it?

Let me know in the comments.

(This review was written after 2 plays with this expansion)

Other Smash Up Reviews:

15 Comments on “Expansion Review – Smash Up Micro-Expansion – Knights of the Round Table

  1. Pingback: Review – Smash Up – Dude! Take Your Turn!

  2. Pingback: Expansion Review – Smash Up: Science Fiction Double Feature – Dude! Take Your Turn!

  3. Pingback: Expansion Review – Smash Up: Cease and Desist – Dude! Take Your Turn!

  4. Pingback: Expansion Review – Smash Up: What Were We Thinking? – Dude! Take Your Turn!

  5. Pingback: Expansion Review – Smash Up: Oops, You Did It Again – Dude! Take Your Turn!

  6. Pingback: Expansion Review – Smash Up: International Incident – Dude! Take Your Turn!

  7. Pingback: Expansion Review – Smash Up: That 70s Expansion – Dude! Take Your Turn!

  8. Pingback: Expansion Review – Smash Up World Tour: Culture Shock – Dude! Take Your Turn!

  9. Pingback: Expansion Review – Smash Up: Awesome Level 9000 – Dude! Take Your Turn!

  10. Pingback: Expansion Review – Smash Up: Monster Smash – Dude! Take Your Turn!

  11. Pingback: Expansion Review – Smash Up: Marvel – Dude! Take Your Turn!

  12. Pingback: Expansion Review – Smash Up: It’s Your Fault – Dude! Take Your Turn!

  13. Pingback: Expansion Review – Smash Up: Disney – Dude! Take Your Turn!

  14. Pingback: Expansion Review – Smash Up Micro-Expansion – Goblins – Dude! Take Your Turn!

  15. Pingback: Expansion Review – Smash Up Micro-Expansion – Penguins – Dude! Take Your Turn!

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

This site uses Akismet to reduce spam. Learn how your comment data is processed.

%d bloggers like this: