The Ultimate Guide: How to Play Mechs vs. Minions
Alright, Yordle pilots! Ready for action? Mechs vs. Minions is a cooperative action programming game that puts you in command of a custom Mech to face hordes of Minions and ever-increasing dangers. If you love strategy, teamwork, and explosions, this is your game! Let's dive into the rules and turn you into a Hextech engineering master.
Game Objective
In Mechs vs. Minions, you and your Yordle friends (Corki, Heimerdinger, Tristana, and Ziggs) will embark on a series of 10 challenging Missions. Each Mission has its own specific objectives and rules, but the main theme is always the same: survive the Minion invasion, uncover the truth behind it, and, of course, blow up a lot of stuff in the process! The game is cooperative, so you win or lose together. Keep an eye on the Doom Tracker, as it can indicate the life of the Bomb (if it explodes, the Mission fails!) or the life of the Boss (if he activates the GG-101 Doomsday Cannon, you lose!). Success depends on your ability to program your Mechs, coordinate attacks, and adapt to the growing dangers on the board.
Setup
Before we dive into the action, let's set up the battlefield:
- Mission Board: Consult the Mission Briefing to know which Map Tiles to use and how to orient them. The board is made up of 6x6 tiles that connect.
- Mechs and Yordles: Each player chooses a Yordle and their corresponding Mech. Place your Mech on the starting tile indicated by the Mission.
- Command Line: Each Mech has a Command Line with six slots to program their actions.
- Decks: Separate the Command Card, Damage Card, and, if applicable, the Boss Command Card decks. Shuffle them and place them in their designated locations.
- Gear Tracker: Position the Gear Tracker on the table. It has sections for Minion Kills, Team Gears, Doom Tracker, and Runes. Use the Gear Rings and Rune Coins to mark the values.
- Schematic Cards: Each player chooses up to two unlocked Schematic Cards for their Yordle. Keep them face down until activated.
- First Player: For the first Mission, the most experienced player can be the First Player. In subsequent Missions, roll the Rune Die and use the Crystal Compass to determine who will be the First Player (the closest player in the indicated direction). The First Player takes the Zhonya's Arena Timer.
- Mission Components: Place any other Mission-specific components (such as Minions, the Bomb, Crystal Shards, etc.) according to the Mission Briefing instructions.
The Game Turn
A Round in Mechs vs. Minions is divided into three main phases, which occur in order:
- Player Phase: It's your turn, pilots!
- Draft Phase: The First Player deals Command Cards face up (five for a normal phase, ten for the first double-draft Round). They flip the Zhonya's Arena Timer and choose a card. Clockwise, each player chooses a card until everyone has four (or two in a double-draft). Remaining cards are discarded. Remember: if the Timer runs out, the remaining cards are distributed randomly!
- Program: Simultaneously, all players program their newly acquired Command Cards into their Command Line (in undamaged slots) or discard them for immediate effects.
- Stacking Cards: You can stack Command Cards of the same element/color (fire, electric, metallic, computational) in the same slot, up to a maximum of three. The top card is the Active Card, and the number of cards in the stack determines the Card Power (level 1, 2, or 3), which increases its effects.
- Invalidating a Command: If you place a card of a different element in an already programmed slot, all previous cards in that slot are discarded.
- Discard for Repair/Reprogram: Discarding fire or metallic cards during the Draft Phase allows you to Repair Damage (remove 1 Damage Card). Discarding electric or computational cards allows you to Reprogram your Command Line (swap the contents of two undamaged slots).
- Execute Command Lines: Starting with the First Player and proceeding clockwise, each player executes their Command Line in slot order (1 to 6), skipping empty slots.
- Movement Commands: Move your Mech forward (except the Omnipiston, which can go in any direction except backward). If you encounter a Minion, it is trampled and eliminated (add to the Minion Kill Tracker!). If you encounter another Mech or the Bomb, you push them forward. Movement is mandatory unless there is an insurmountable obstacle (like Huge Rocks or the edge of the board). Beware of Lava Ponds and Spike Walls, which cause damage upon entering!
- Turn Commands: Turn your Mech without moving it. The power level determines the turning amplitude (left, right, 180º, 360º).
- Attack Commands: Deal 1 damage to one or more targets. Minions die with 1 damage. Some attacks can destroy Crystal Shards.
- Damage: If you take damage, draw Damage Cards from the deck.
- Glitch Damage: Immediate effect, then discarded.
- System Damage: Continuous effects, keep the card near your Command Line.
- Slot Damage: Roll the Number Die. Place the Damage Card in the corresponding slot of your Command Line, replacing whatever is there. That slot becomes deactivated for programming, and when executing it, you perform the uncontrollable action of the Damage Card.
- Repair Platforms: Entering a Repair Platform allows you to remove 1 damage immediately.
- Crystal Shards: To collect Crystal Shards, simply enter their space. Each Mech can carry one. If you take damage while carrying one, you drop it (roll the Rune Die and use the Crystal Compass to determine where it falls).
- Minion Phase: The enemies act!
- Minion Movement: Minions move across the board (the Mission Briefing details how).
- Minion Placement: More Minions are added to the board, usually in empty Rune Slots.
- Minion Attack: Minions adjacent to Mechs or the Bomb deal 1 damage.
- Danger Phase (if applicable): In some Missions, after the Minion Phase, the Boss or the Lava Wall comes into play.
- The Boss: The Boss has its own Boss Command Line and Boss Command Cards. It moves and attacks, executing its actions in order (1 to 4). The First Player draws two Boss Command Cards, plays one, and discards the other. The Boss is protected by Rune Shields (one for each element/color) that block damage of the corresponding element. To deactivate them, a Mech must enter a Rune Slot of the corresponding color.
- Lava Wall: The Lava Wall pushes Mechs and the Bomb forward, dealing 1 damage for each space moved. It also eliminates Minions it crosses.
After the Danger Phase (or Minion Phase, if there is no Danger), the Round ends. The First Player passes to the next player clockwise, and a new Round begins.
End of Game and Scoring
Mechs vs. Minions is a cooperative game, so there is no individual scoring. You win or lose together, depending on the fulfillment (or failure) of the Mission objectives. Victory and defeat conditions are always detailed in the Mission Briefing. Pay attention to:
- Doom Tracker: It can indicate the life of the Bomb (if it reaches zero, you lose) or the life of the Boss (if he activates the GG-101 Doomsday Cannon, you lose).
- Team Gears: Accumulating Team Gears (by killing Minions) is crucial. They activate your Schematic Cards and, upon reaching 15, unlock the powerful Overload! ability for all Mechs.
- Mission Objectives: Each Mission has its own requirements. It could be destroying a certain number of Minions, protecting the Bomb, defeating the Boss, collecting Crystal Shards, or a combination of all of these!
Tips for Winning
To become the best Yordle pilots, here are some essential tips:
- Communication is Key: Mechs vs. Minions is a cooperative game. Talk about your strategies, which cards to program, and who should focus on what. Coordinating your movements and attacks is vital, especially as the danger increases.
- Manage Your Damage and Command Line: Taking damage is inevitable, but knowing how to deal with it is crucial. Use the Repair Damage options (discarding fire/metallic cards or using Repair Platforms) and Reprogram (discarding electric/computational cards) during the Draft Phase to keep your Mech running smoothly. Avoid having your command slots damaged for too long!
- Stack Power and Elements: Remember that stacking Command Cards of the same element increases their power. Plan your stacks to maximize damage or movement when it's most needed. Also, pay attention to the elements/colors of the cards, as they are important for deactivating the Boss's Rune Shields or passing through Rune Gates.
With these tips and good teamwork, you'll be ready to face any challenge the Minions and the Boss throw your way. Good luck, Yordles!
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