🌟 Smash Up Your Game Nights!
The AEG Smash Up: World Tour: International Incident Expansion is an exciting card game designed for 2-4 players aged 14 and up. With a playtime of approximately 45 minutes, this expansion introduces a vibrant mix of characters from different cultures, including Luchadors, Mounties, Sumo Wrestlers, and Musketeers, making it a must-have for fans of the Smash Up series.
J**R
Love this game
Love this expansion. It's such a good addition to the game
T**7
Full collection here.
This is the best overall expansion since It's Your Fault was released.My group has a weekly game night and we regularly start out with a few games of Smash Up. We have every expansion and we love trying new factions and new combinations of our favorite factions, which honestly is the only way to really enjoy a game like this. If you don't like changing things up and leaving your comfort zone this isn't the right game for you. You don't need every expansion to enjoy this game, there are a crazy number of them, but it gets better every time you invest in another.In our groups' opinion, the previous expansion Oops, You Did It Again is the weakest, least fun of all of them and we were concerned that the game was heading in a new direction and we were at the end of the line for this game. It was a huge relief when this one was released! We like all four of the new factions and we were very happy to see that there were no new boring or annoying mechanics to drag the game's pace down or further complicate an already enormous set of rules. There were new types of actions introduced, but they were introduced the right way: they merely follow the printed wording on the cards without changing or introducing new core rules.This expansion is in our top 5 at the moment and we are once again looking forward to the next release.
C**R
Great game
Love this game ended up buying almost all of these add on's for The Bigger Geekier Box. You do end up spending a lot of money though to buy the whole set. Overall the game has something fun for every type of person and the game itself is fairly easy to learn but you can develop really great strategy or just choose to play a different pack.
S**T
If you're a fan of smash up you'll really enjoy this.
This is a very fun game it's quite unique addition to the smashup series. Good add some unique mechanics and some very thematic groups.
J**N
Great game. Every expansion be just gets better and better
This game is simple yet full of strategy. Every expansion just makes it that much better
K**S
A decent expansion with one unnecessarily complex faction
I'm honestly a little disappointed in International Incident, mostly because of one terribly confusing Musketeer deck. Don't get me wrong, the artwork throughout is great, and the factions feel generally balanced (although the power creep is becoming more and more obvious as time goes on...) But because the Musketeers are ponderously slow to play right, I don't want to play any games with them, making this expansion feel smaller and less fun than it should be.Let's start at the good stuff. My favorite faction is probably the Mounties, and that's largely because they take on the same aesthetic as Dinosaurs from the base set—let's take some moose and put chain guns on them, how 'boot? They're also very powerful and fairly mobile as well. Sumo Wrestlers are pretty good—lots of +1 power counters, although in Bulking Stew they have a potentially game-ending card (it lets you discard any number of cards in your hand to place an equal number of power counters on a minion, much like Mad Scientists' Angry Mob.) Still, I like their aesthetic. Luchadores are fun—they're somewhat like Cyborg Apes, in that they play a lot of actions on minions, but they play them on other players' minions, allowing for some interesting strategies. Where I really lose my head though is with the Musketeers. Although they're fairly balanced with a base power of 29 spread across nine minions, their action card text is extremely confusing and it takes a regular player an insane amount of time to understand their multitudinous options and to play their cards efficiently. At my count, Musketeers have nine cards that let them play extra actions and nine cards that in various ways increase their power (often by +1 at a time) after you play an action, meaning your turns can potentially get very complicated very fast.Accounting for extra minions and actions, a typical faction in a power-drop turn might play—at most—three or four cards (Wizards and Mythic Greeks excluded.) Maybe with Robot/Dinosaurs you play a Zap Bot (+2 power), followed by a War Raptor on a base with another War Raptor (+5 power), then follow it up with an Augmentation (+4 power) for a power drop of 11. That's a respectable play that requires only three straightforward cards. But Musketeers, on the other hand, require a clinical inspection of your entire hand in order to be fully effective. The problem isn't that they can't get enough power on the board—it's that they need to string together three or four ongoing abilities with four or five little +1 power cards in order to get the precise amount of power without wasting cards. They require a lot more thinking power for about the same payoff, and when you have to ponder four or five different action chains each involving six cards or more cards, it just saps your brain power and becomes burdensome, not fun.I've played enough Smash Up to know that it can get clinical and legalese sometimes, but usually that's avoided by playing with folks who are fluent in the basic rules and aren't so competitive that they get hung up on trivial details and forget to have fun. The Musketeers, though, is the first faction I've played that have made me want to throw my hands up and not want to deal with them, their action chains are just that frequently complicated. Maybe I need to give them another chance—Ghosts and Ignobles weren't straightforward to me at all when I first started playing, but are now among my top ten factions—but as far as I can tell, the Musketeers are built to chain tons of action cards together in a way that becomes quickly overwhelming for even a practiced player.
4**S
Good Expansion to an excellent game
The new factions in this expansion seem to all be above average
T**A
So Much Fun
They did it again! Every time you think this game can't get any better, they give you another expansion and it does. It really does.
N**D
Good expansion pack
Fun expansion pack. Mounties are the shining star of this expansion.
D**L
Decent expansion
The luchadors and sumo wrestlers are the favourites amongst the people I play smash up with, their mechanics are new and interesting and add a fresh element of play style to mess around with (the sumo pins are very fun). The musketeers have potential but sometimes their abiliies are far to situational to have any meaningful effect. As for the mounties, they're a strong faction but their theme felt a little off for smash up, the nods to Canadian stereotypes feel out of place. Still, we've enjoyed this expansion overall.
T**E
SMUP/ world tour!
Now Smash Up! Are going around the world in their new series of cards know as ‘The world Tour’. So in this first set we have new factions to introduce, The Musketeers, Sumo wrestlers, The Mounties and the Luchadors. These Factions are fun to add to your smash up collection And will prove well with a number of combos you wish to mix with them, so your looking for new factions from around the world then this is set for you!
Trustpilot
1 week ago
1 month ago