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Get Ready to Smash it Up: Game Rules
Hey there! Ready to smash it up and rule the gaming world? Well, get those gaming fingers ready because I’ve got the lowdown on the game rules for Smash Up. Let’s dive right in!
Objective
The goal of Smash Up is simple: be the first player to earn 15 Victory Points (VPs). To do that, you’ll need to dominate different bases by having the most power on them when they score. Each base has its own scoring conditions, so keep an eye out for those.
Setting Up
First things first, set up the game board. Place the bases in the center of the play area, making sure there’s enough space between them to accommodate all the minions and actions. Each player chooses two factions and shuffles their respective decks together to form their play deck. Draw five cards from your deck, and you’re good to go!
Turn Structure
On your turn, follow these steps:
- Draw two cards from your deck to replenish your hand.
- Play one minion and one action card from your hand.
- Choose one of the bases in play and check whether it’s ready to score.
- If a base meets its scoring conditions, score it. The player with the most power on that base gains VPs according to the base’s VP value.
- Discard down to a maximum hand size of 10 cards.
Factions, Minions, and Actions
Smash Up features a variety of factions, each with their own unique abilities and play style. When you play a minion, you’ll place it on a base. These minions contribute power to the base and can also have special abilities that affect the game.
Action cards, on the other hand, are single-use cards that allow you to perform special actions, manipulate minions, or disrupt your opponents’ plans. Keep a strategic eye on your hand and choose when to play these cards wisely!
Strategic Tips
Now that you know the basics, here are a few tips to up your game:
- Combine factions with complementary play styles to create powerful combos.
- Pay attention to base scores and aim for bases with higher VP values.
- Don’t forget to use your action cards strategically to disrupt opponents or boost your own strategy.
- Keep an eye on your opponents’ moves and adapt your tactics accordingly.
That’s it! You’re ready to get your Smash Up game on. Remember, the key to victory lies in your strategic choices and adapting to the ever-changing game board. So, gather your friends, shuffle those decks, and let the smashing begin!

Hey there, aspiring world conqueror! Your mission, should you choose to accept it, is to lead your unforgettable team of loyal minions in a relentless pursuit of global domination.
But let me break it down for you in simpler terms. You need to use your minions to crush the enemy bases and claim victory. The first one to score 15 victory points (VP) will win!
Getting Started
Before we dive into the thrilling action, there are a few things you need to set up. First, choose two different factions to play with. These factions will be your trusted allies on this journey. Remember, each player owns the factions they choose, so choose wisely!
Next, shuffle together the cards from your two factions. This will create a powerful 40-card deck that will be your arsenal throughout the game. If you happen to have any titans among your factions, keep them close to your deck, as they’ll play a crucial role in your conquest.
Okay, first things first. Let’s talk about creating your base deck. Now, you don’t have to use all the bases at once, so no need to overwhelm yourself. Each set actually comes with bases that are specifically designed to work well with the factions in that set. But, here’s the thing: if you just randomly shuffle all 120 (or maybe even more) bases together, chances are you won’t get to see the bases that are the perfect fit for the factions you’re playing with – and that’s not ideal, right?
So, here’s what we recommend: simply pick the bases from the sets that the factions you chose came from. Let’s say you’re playing Halfling Kung Fu Fighters against Mega Trooper Rock Stars and Orc Grannies. In that case, you’ll want to grab the bases from That ’70s Expansion, Smash Up: Munchkin, Big in Japan, and What Were We Thinking? These sets will give you the bases you need to construct your base deck. Just shuffle those base cards together, and you’re good to go!
If you’re playing a game with extra decks, like the Madness deck for Cthulhu or the Monsters and Treasure deck for Munchkin, make sure to shuffle those decks and set them aside. The Madness deck doesn’t need to be shuffled, though.
Now, draw one base for each player, and add an extra base (for example, four bases for three players). Place them face up in the center of the table. If any of the bases require monsters, add them now.
It’s time to draw cards! Each player should draw five cards from their deck. If you don’t have any minions in your starting hand, you can show your hand, discard it, and draw a new hand of five cards. You have to keep the second hand, though. The first player is determined by who was most recently abducted by an alien, shanghaied by a pirate, bitten by a vampire, burned by a dragon, kissed by a princess, or driven insane by Cthulhu.
- Abducted by an alien
- Shanghaied by a pirate
- Bitten by a vampire
- Burned by a dragon
- Kissed by a princess
- Driven insane by Cthulhu
One day, as I sat at my computer, submerged in the world of the internet, a thought struck me – how does a person decide who gets to go first in a game? It seemed like a simple enough question, but the more I pondered, the more perplexed I became. Surely, there must be some method or criteria to determine this, right?
I began my quest for answers, diving headfirst into the vast sea of knowledge. After countless hours of research, I stumbled upon a concept known as “random chance.” It’s a fascinating notion that suggests that the decision of who goes first should be left up to chance. But how does one go about implementing this idea?
Well, there are a few ways to go about it. One option is to use a random number generator or even a coin toss. These methods ensure that the decision is fair and completely unbiased. Another possibility is to draw straws, which adds a bit of suspense and excitement to the process.
But what if you don’t have access to any of these tools? Fear not, for there are other ways to solve this puzzle. You could try a good old-fashioned game of rock-paper-scissors or even a quick round of eeny, meeny, miny, moe. The possibilities are endless, and the choice is yours.
Remember, though, that the ultimate goal is fairness. Whether you’re attacked by a teddy bear or eaten by an orc, the decision of who goes first should be left up to chance. And if you like surprises, then you’ll love the unpredictable nature of these methods.
So, the next time you find yourself faced with the task of deciding who goes first in a game, take a moment to consider these options. By embracing the element of chance, you can ensure a fair and exciting start to any game. And who knows, you might just discover a new favorite way to make that crucial decision.
Hey there! I want to talk about the stuff we need for playing this game. You know, there are some special things we can only use with certain sets. The game items, like cards or tokens, are put in a spot where everyone can grab them. And those really big and powerful creatures called titans? Well, they’re put next to the decks of the players who own them. Pretty cool, huh?
Game Play
1. Starting My Turn
Hey there! Let’s get things rolling. When my turn begins, a few things happen. It’s the phase where all the action takes place.
And I really mean all of it! Every special ability of a card in play (or one that I have in my hand) that says “at the start of your turn” can happen right here, not just the first one.
Well, before we jump into those start-of-turn events, any abilities that expire at the start of my turn will disappear first. Say goodbye to them!
2. Playing Cards
Now it’s time to unleash my card-playing skills! During my turn, I can either play one minion, play one action, or play one of each. And here’s the best part – it’s all on the house! Free of charge!
I have complete freedom to decide the order in which I play my cards. Plus, I don’t even have to play any cards if I don’t want to.
Oh, and there’s another treat! Some of my cards may have special abilities that I can use during this time. How cool is that?
Minions
I have always been fascinated by minions. They are these small, yellow creatures that speak in their own language, which is a mix of gibberish and various other languages. When I see them on screen, I can’t help but feel a sense of joy and amusement. Their quirky behavior and mischievous antics make me smile.
Minions are these tiny creatures that have been around for centuries. They have evolved from single-celled organisms to the lovable beings we know today. Their evolution is truly remarkable, and it’s incredible to think about how they adapt to their surroundings.
One of the most interesting aspects of minions is their unwavering loyalty to their master. They will do anything and everything to serve and please their leader. Their dedication and commitment are unparalleled, and it’s something I truly admire.
But it’s not just their loyalty that makes them special. Minions are known for their boundless energy and constant desire for adventure. They are always up to something, whether it’s causing mischief or embarking on a new quest. Their zest for life is contagious, and it’s hard not to get caught up in their infectious enthusiasm.
Another fascinating thing about minions is their language. While it may sound like gibberish to us, it actually has its own structure and rules. It’s a complex language that only they can understand, and it’s amazing to see how they communicate with each other.
Minions are also incredibly creative and resourceful. They can turn even the simplest of objects into something extraordinary. Whether it’s using a banana as a phone or a rubber duck as a flotation device, they always find a way to make the most out of any situation. Their ability to think outside the box is truly inspiring.
In conclusion, minions are more than just cute, yellow creatures. They are a symbol of joy, loyalty, and adventure. Their unique language, boundless energy, and resourcefulness make them intriguing and captivating. Whether you’re watching them on screen or interacting with them in real life, one thing is for sure – minions will always bring a smile to your face.

When you want to play a minion, pick a base and place the minion card next to it, facing you. Follow the instructions on the card. Some abilities on the card may be labeled as Special or Talent, which means they have unique rules. Pay attention to them!

Hey, let’s talk about playing action cards in a game. It’s super simple! When you have an action card, just do what it says. Boom! Now, here’s the thing – action cards come in two types: standard and non-standard.
If the card doesn’t tell you to play it on a base or on a minion, then it’s a standard action. After you follow the instructions on the card, you discard it. It’s gone! But if the card does tell you to play it on a base or minion, then it’s non-standard. You can’t get rid of it just yet. You have to leave it where it is.
Now, let’s talk about abilities.
Some minions and non-standard actions have special abilities that you can use during the Play Cards phase. If an ability is labeled “Talent,” you can only use it once per phase. And if an ability says “on your turn,” you can only use it during your Play Cards phase. It’s pretty straightforward!
Okay, now we’re on to the third step – scoring bases.
Once you’re done playing your cards, it’s time to see if any bases are ready to score. If there are, it’s time to start scoring them. Get ready!
When it’s time to score bases, that’s the only time when you can actually score. If the power of a base meets or goes beyond its breakpoint during other parts of your turn, you’ll have to wait until the next Score Bases phase to do something about it.
4. Draw 2 Cards
As the name suggests, you simply draw 2 cards.
If your hand is empty at any other point in the game, you can’t draw a new hand. You have to wait for the Draw 2 Cards phase of your turn.
However, if you need to draw, reveal, search for, or look at a card and your deck is empty, don’t worry. Just shuffle your discard pile and place it face down on the table. That becomes your new deck, and you can start drawing cards from there.
Once you’ve drawn, the maximum number of cards you can have in your hand is 10. If you end up with more than 10 cards, you’ll need to discard down to 10. It’s okay to shed a tear, but be careful not to get your cards wet!
If your hand is larger than 10 at any point in the game, don’t worry. You can wait until now to discard cards.
Now, let’s talk about the end of your turn. Similar to the beginning, there is a phase dedicated to the end. Here, any actions that need to happen, like destroying a minion or drawing a card, happen first. If there are multiple actions, you get to choose the order in which they occur. After that, any abilities that expire at this stage, such as “+1 power until the end of your turn”, all end simultaneously.
Once those actions are resolved, you need to check if any players have accumulated 15 or more victory points. If someone has reached this threshold, the game is over. Otherwise, the turn ends, and it’s now the next player’s turn.
Now, let’s talk about the order in which cards are resolved. Playing a card can trigger other cards, so it’s important to know how to determine their order. Follow this handy guide:
1. Resolve the card that was just played.
- First, finish resolving any other cards in the middle of resolving.
- Next, resolve any cards in play that are triggered by the card from step 1. If there are multiple cards, you get to choose the order.
- Then, play and resolve cards in your hand that are triggered by the card from step 1. If there are multiple cards, you should go clockwise from your position.
- Finally, discard the card from step 1 unless it was played on another card.
The Big Score
Bases only score during the Score Bases phase of a turn. They never score in the middle of a turn. If the total power of all cards on a base is equal to or greater than the base’s breakpoint, that base is eligible to score at this time.
If more than one base is ready to score, you as the current player get to decide which one to score first. You cannot refuse to score an eligible base.
So, here’s the deal: once we’ve decided on a base to score, us players can use some abilities that happen “before” the base scores. Even if these abilities bring down the total power on the base below its breakpoint, we still get to finish scoring that base.
Let me give you an example. Imagine I’m playing as a Pirate, and I realize I’m going to be the second best at Jungle Oasis. Since that base is only worth 0 VP for me, I decide to play Full Sail to move all my minions to another base. That action lowers the total power on Jungle Oasis below 12, but since the scoring has already started, we still go ahead and finish it.
Now, here’s something interesting: if a scoring base somehow disappears before VPs are awarded (usually because it’s replaced by another base), we stop scoring it right away, because, well, the base that was scoring is no longer there. In that case, we then take a look at the remaining bases on the table to see if any of them are eligible to be scored. And believe it or not, that might even include the replacement base!
But wait, there’s more!
When you’re scoring a base, a bunch of stuff can happen and you might want to use Special abilities. This is what you do: First, the cards in play get to use their abilities. The order is up to you.
Then, if more than one player wants to use a card with a Special ability, it’s time to take turns. The current player goes first, and then it’s clockwise from there. Each player can either play a Special or pass.
If you pass, don’t worry – you can still play a Special when it’s your turn again. But once everyone passes in order, that’s the end of it.
Awarding VP
The winners of a base are the ones with the most power, the second-most power, and the third-most power. They get victory points based on the numbers on the base card.

You only earn victory points if you have a minion on a base or a card that gives you power there. If there are less than 3 players on a base, no one gets points for the unclaimed spots. Abilities that trigger when a base scores can change how points are distributed.
If players tie on a base, they each get points for the position they tied for. For example, if three players have 10, 10, and 5 power on a base, the players with 10 power each get first place points.
The player with 5 power gets third place, not second. If two players tie for runner up, no one gets third place. It’s a bit harsh.
When it comes to using a base’s ability, if multiple players tie, they each have a chance to utilize it. The priority starts with the current player and then goes clockwise. However, if using the ability multiple times doesn’t make sense, such as choosing the next base, only the first player who tied gets to use it.
Back to Your Corners
Once the points have been awarded, players can activate abilities that occur “after” a base scores. The order of activation follows the same pattern as described under “Me First”.
After that, all cards that are still on the base simultaneously go to their respective discard piles. Regular minions and actions go to the piles of their owners, even if they were controlled by other players or buried. Monster and treasure cards go to their own piles. Titans are placed near their owners’ decks.
When you discard these cards, they can trigger special abilities. Remember, discarding them after scoring is different from destroying them, but it still counts as leaving play.
Put the scored base in the base discard pile. Replace it with the top card from the base deck, adding monsters if needed. If the base deck or monster deck is empty, shuffle the discard pile to create a new deck.
Now that the base has finished scoring, check if there are any other bases ready to be scored. Score them as well, following the same process. Since scoring a base can change conditions on other bases, always double-check if any bases are ready to be scored after finishing scoring one base.
Choosing the order to score bases is a strategic decision that can be even more important than choosing a prom date.
Summary of Scoring
- I’m going to start by checking all the bases to see if any of them are ready to score. If I don’t find any, I’ll move on to the End of Turn phase.
- Now it’s time for me to choose one base that is ready to score.
- Before I start scoring, I can play and use any abilities that say “Before scoring.”
- I need to award Victory Points (VP) based on the current power totals. This is when any abilities that say “When scoring” will trigger.
- If I have any abilities that say “After scoring,” I can play and use them now. This might affect what happens next.
- Time to see if there are any treasures from monsters on the base that need to be awarded.
- Once I’ve taken care of the treasures, I’ll discard all the cards on the scored base.
- Now it’s time to get rid of the scored base itself.
- I’ll replace the scored base by drawing a new one and putting monsters on it if needed.
- And finally, I’ll go back to step 1 to continue the game. But it’s important to note that there is no step 11, so don’t get confused!
End of the Game
After each turn, we need to check everyone’s VP totals. If anyone has 15 VP or more, then the player with the most VP wins the game!
If there’s a tie for the most Victory Points (VP), we just keep playing turns until there’s a clear winner. But there’s an exception for your two factions—you guys are best friends forever (BFFs).
When we play games with the Madness deck, there are special rules to determine the winner.
Let’s talk about some special cards, counters, and rules that come with every Smash Up set. Along with bases, minions, and actions, there are other game components that only appear in certain sets.
One of these components is the +1 Power Counters. They were first introduced in the Monster Smash set. These counters give your minions extra power and are represented by your VP tokens. So, if a token is in your VP pile, it’s a VP token. But if it’s on a card, it becomes a power counter. You can place +1 power counters on cards, transfer them between cards, or remove them from cards when a card’s ability requires it.
When a card leaves play, all the +1 power counters on that card are removed.
Keep in mind: In the early sets of the game, these counters were referred to as +1 power tokens.
Every +1 power counter on a minion increases its power by one, as long as the counter is on it. For example, if a 2-power minion has three +1 power counters, it is treated as a 5-power minion. When a power counter is transferred, it no longer affects the card it was originally on, and starts affecting the new one.
A power counter only has an effect on the minion it is placed on. Therefore, abilities that protect minions from effects also protect against the placement, transfer, or removal of power counters.
Power counters on actions, bases, or buried cards do not have any effect, unless a card specifically states otherwise.
The Madness Deck
This deck is used in The Obligatory Cthulhu Set

Hey there! I’ve got something cool to tell you about! This here is a special set of 30 action cards. They’re all the same, which makes it easy to keep track of. You’re gonna want to keep the Madness deck face up and separate from all the other decks.
Now, here’s the deal: you can’t just draw a card from the Madness deck or put a Madness card back into it unless a card’s ability specifically allows it. Gotta follow the rules, you know?
But here’s the catch: if the Madness deck runs out of cards, you can’t draw any more Madness cards until some of them find their way back to the deck. Gotta wait for those Madness cards to come back around, my friend.
Oh, and here’s another thing you need to know. The person who has control of a Madness card is considered its owner. So, when a Madness card leaves play, it goes to the controller’s discard pile, not back into the Madness deck. And when a Madness card does make it back into the deck, the player who had control of it doesn’t anymore.
Now, let’s talk about Madness and The Final Score.
Madness cards are pretty cool because they let you draw extra cards during the game. Who doesn’t love more cards, right? But here’s the kicker: at the end of the game, those Madness cards actually make you lose victory points. Crazy, huh?
So, here’s what happens at the end of the game: if a player has 15 or more victory points, they’re the winner. But we’re not done yet! We also need to consider the number of Madness cards everyone has. Each player counts the Madness cards in their hand, deck, discard pile, and any that are buried. For every 2 Madness cards they have, they lose 1 victory point. Simple, right?
Now, let’s say John has 15 victory points and 5 Madness cards. He’ll lose 2 victory points, bringing him down to a total of 13 victory points. On the other hand, Mary has 14 victory points and 3 Madness cards, so she loses 1 victory point. Her modified total is also 13, but she wins the tie because she has fewer Madness cards. Smart move, Mary! Finally, we have Chris, with 13 victory points and no Madness cards. Since Chris has the fewest Madness cards, he wins the game. Way to go, Chris!
Monsters and Treasures
In case you’re wondering, the Monsters and Treasures used in this game are from the Smash Up: Munchkin set. They add even more excitement and strategy to the game, so if you’re a fan of Smash Up, you’ll definitely love this expansion!
I’m going to tell you about monsters and treasures – they’re like specialized minion and action cards. We keep separate decks and discard piles for them, so anyone can use them when they’re needed.
In the world of this game, I can’t draw cards from these decks unless the rules or a card’s ability allows it. The monsters I encounter are treated just like regular minions, and the treasures I find are treated like normal actions or minions, with a few exceptions.
Monsters and treasures don’t have owners or factions, so any cards that mention a minion’s owner don’t affect them. When a monster or treasure card is removed from play, it always goes to the corresponding discard pile, even if the card’s text says otherwise.
I don’t play monsters from my hand; instead, I play them directly from the top of the monster deck. I can only play a monster if a game effect specifically tells me to. Playing a monster doesn’t count as using my one minion per turn, and it doesn’t count as an extra minion either.
When I play as a monster in a game, I don’t actually gain control over it. There might be other cards that allow me to take control of a monster that’s already in play. Treasures, on the other hand, are special rewards that I can get by defeating monsters or through special card effects. They don’t belong to anyone or any specific faction, but they do have a controller, just like any other card.
Monsters and Bases
In Smash Up: Munchkin, bases have a monster number assigned to them. Whenever one of these bases comes into play, I draw that many monsters from the monster deck and place them on the base.
To save space on the table, I can overlap the monster cards so that only their power and abilities are visible. When I play monster cards on a new base, it’s not considered to be played by any specific player. The abilities of these monsters trigger as soon as they are played, just like with regular minions.
When it comes to bases in the game, it’s important to remember that monsters have a unique role. They don’t count towards the base’s breakpoint; instead, they actually make it harder to score. They add to the base’s breakpoint, which means you have to work harder to win. However, there’s a twist. If someone takes control of a monster, it stops adding to the base’s breakpoint and acts like a regular minion.
Earning Loot from Defeating Monsters
Monsters come with their own treasure number. When a monster is destroyed by a card effect, the player who controls the effect gets to draw that many treasure cards. These cards go straight into their hand. It’s like finding big phat lewt!
Earning Loot from a Scored Base
Once a base has been scored and victory points awarded, there’s still a chance to get some loot. You add up the treasure numbers of any monsters that are still on the base, and then reveal that many cards from the treasure deck. It’s a chance to get even more treasure!
When it’s my turn, I get to pick a card from the ones that are out in front of us. If I want to get a treasure, I have to either have one of my minions on the base that the treasure is from, or I have to have at least 1 power there because of something else. It’s not just the top three players who can get a treasure, either – anyone who meets the requirements can try to get one.
When we pick treasures, we start with the player who won the base and go in order of how much power each player has on the base. If two players have the same amount of power, the player who is currently taking their turn gets to go first. We keep going in a circle until everyone has picked a treasure, starting back with the winner if there are more treasures than players.
Here’s an example to help you understand: Let’s say a base scores and there are some monsters left on it. The total value of the treasures is 5. Alan has a lot of minions on the base, and Beth has one minion with no power. They would both have a chance to get a treasure.
Hey there! Let me break down how the treasure cards work in this game. So, each player shows 5 cards from the treasure deck. The player with the most power, which in this case is Alan, gets to pick a card first. Then it’s Beth’s turn to choose, and Alan goes again, and so on.
At the end of it all, Alan ends up with the first, third, and fifth choices, while Beth gets the second and fourth. Unfortunately for Chris, they didn’t have any minions or power on the base, so they don’t get any treasure.
Titans

If you’re a fan of Big in Japan and the Titan Event Kit, you’ll enjoy the special card type known as Titans. Unlike minions, actions, or bases, titans represent massive uncontrollable forces. They’re neither good nor evil but simply pure awesome.
When starting the game, titans are placed on the table near their owner. They never go into the hand, deck, or discard pile.
You can play a titan on a base when a card, including the titan card itself, gives you permission to do so. It’s optional to play a titan.
The phrase “Instead of your regular minion [or action] play” means that during your Play Cards phase, you have the option to play a titan instead of a regular minion or action. Titans are not considered extra cards and don’t count as such.
If you decide to play a titan, you gain control over it, even if you didn’t own it initially. However, you can’t play a titan if you already have one in play.
Have you ever wondered about the fascinating world of titans? These impressive beings are immune to the effects of abilities that specifically target minions or actions. However, they can be affected by abilities that target “cards,” which can even force them out of play. It’s a bit of a mystery how these powerful creatures work, isn’t it?
When a titan is on a base card, it stays there until either the titan or the base card leaves play. If the titan leaves play for any reason, it is set aside near its owner, and any counters on it are discarded. But here’s the exciting part – it can be played again whenever a card allows it. Isn’t that incredible?
Titans don’t have power of their own, but they have the ability to boost their controller’s total power at the base where they are located. They do this through their remarkable abilities. And that’s not all – if a titan has +1 power counters on it, it provides that extra power to its controller. It’s like having a secret power source!
A Battle of the Giants
So, here’s the thing: when I play or move a titan to a base that already has a titan, one of them needs to go. We both compare our power at that base, taking into account any special abilities. The person with less total power has to remove their titan. And if we have the same power, the one who got there first wins. It’s a bit of a showdown, if you ask me.
Stuff That Gives Power
First seen in Big In Japan
Some actions and bases give power. This power counts towards breaking the base and earning VP rewards, even if I don’t have any minions chilling there. Talk about pulling some strings!
Burying Stuff
Used in Oops, You Did It Again
Here’s how you bury things: You take a card and put it face down next to a base, facing you. It’s a secret between you and me, unless the card says otherwise. You can only bury stuff if an ability gives you the green light.
Status: When a card is buried, it remains unaffected by any abilities that target minions, actions, or other cards. However, it can still be affected by abilities that target “cards” in general. The player who buried the card maintains control over it, and is considered the owner until it is either uncovered or discarded.
Players have the ability to look at the buried cards they control at any time, but they can only view one card at a time and are not allowed to shuffle them. A buried card’s abilities cannot be activated until it is uncovered.
Uncovering: At the beginning of each turn, players have the option to uncover one of their buried cards. Additionally, a card can be uncovered if a specific ability allows it. Once a card is uncovered, its controller can immediately play it as an extra card.
You can play the card in three different ways: on the same base, on a minion on that base, or just resolve it and discard it. It works the same as if you played it from your hand.
If something prevents you from playing the card (like if it can only be played before a base scores), then you discard it instead. When a card is uncovered or re-buried, any counters or cards on it are discarded first. You can’t immediately bury a card that has just been uncovered.
Scoring: Buried cards don’t have any power and can’t help break or win a base. When a base scores or leaves play, any buried cards on it go to their owners’ discard piles. Madness cards that are buried at the end of the game still count against the player who controls them.

Duels
Used in Oops, You Did It Again
Let’s Talk Basics: When two minions are ready to throw down, they can engage in a duel. To start, each player can secretly choose a card from their hand and place it face down on the table. The challenger gets to reveal their card first.
If the card is an action, it gets played as usual. If it’s not, it goes back to the owner’s hand. Once the dueling cards are dealt with, it’s time to determine a winner. The minion with the greater power comes out on top. In case of a tie, both sides get the full effects of the duel. The card that initiated the duel will specify the rewards for winning or consequences for losing.
Let’s Get into the Nitty-Gritty: Participating in a duel is a choice, and the challenger gets to make that call first.
If you want to have a duel, you can choose any card from your hand to participate. This even includes actions that can affect minions outside of the duel, or minions that have been returned to the hand. It’s a great way to bluff!
Once a card is placed for a duel, it’s no longer considered part of your hand, deck, or discard pile. It’s also not considered to be in play and cannot be targeted by any ability.
It’s important to note that two duels cannot happen at the same time. So, if an ability triggers a duel while another duel is already happening, that part of the ability is ignored. After a duel is resolved, if the two minions involved in the duel are no longer on the same base together, the duel stops without any resolution. However, if control of either or both minions changes during the duel, it doesn’t stop the duel from happening.