The Fun of Creating Command Lines in Mechs vs. Minions

April 19, 2020 | Sessions | 0 comments

Program command lines next to the intriguing Yordles in a nerve-wracking mission from Mechs vs. Minions.

Onward with the wonderful campaign in Mechs vs. Minions! This programming board game is an interesting mix of theme and mechanics. Each mech develops a unique command line that gets steadily more complex and powerful. But the minions aren’t out there doing nothing… Talk about glitches galore! I dove back in to experience the first mission!

Spoiler Alert

The following post goes into detail about Operation: Short Fuse. If you haven’t played through this mission yet or would prefer to keep it a secret, feel free to come back later on. There aren’t any specific strategy discussions about how to win, though. But I know how much fun it is to discover things without prior knowledge. No worries if you skip this one!

Game Overview

Game Name: Mechs vs. Minions
Publication Year:
 2016
Designers:
 Cantrell, Ernst, Librande, Saraswat, and Tiras
Artists:
 Danny Beck and Tysen Henderson
Solo Mode: Included in the Base Game (Cooperative)

After successfully completing the tutorial, I was ready for the full game experience! Each operation is sealed within its own envelope to add a layer of intrigue.

The game concepts slowly build on themselves. Although simple at first, the mechanics quickly ramp up!

Minions for Miles

The field was absolutely teeming with minions. These represent all of the enemies. Attacks come in the form of simple cards, though. Nothing fancy to calculate!

Once again, I have to give recognition for such excellent components. Minions all function the same, but there are multiple poses to add plenty of variety.

These come pre-washed. One day, I hope to try out my skills with miniature painting. Not just yet, though!

With a simple advancement and spawn pattern, I was free to focus on my mechs’ command lines.

Signs of Trouble

I had a good laugh when I saw the proper name of this mission. “Mistakes Were Made.” Ha ha!

There is a certain degree of tension when it comes to choosing command cards and programming each mech. However, the lighthearted atmosphere tempers it a lot.

My only gripe with the game is the sheer size of it! The game box is enormous, and the required table space is almost unbelievable. Still, I made it all work nicely.

Perhaps playing with fewer mechs might be helpful, but I simply couldn’t imagine not using the entire cast!

Lively Characters

At the start of the mission booklet, I enjoyed an opening scene with most of the Yordles and the ingenious headmaster. I’m still not sure about this guy!

Each one has a personality. Ziggs loves bombs. Tristana has a no-nonsense fighting style. Heimerdinger excels in science. Corki attacks from afar. All so very different!

Sometimes it’s difficult to get attached to characters. Not so in the case. I enjoy reading more tidbits about them.

Technically, the Yordles are completely separate from their mechs. So… More sound effects for me to make. Ha!

Tracking the Details

After the tutorial, it becomes important to keep track of various elements. Each set of 5 minion kills leads to an increase in team gears. What happens at 15 team gears?

Overdrive! Each mech has a unique ability that triggers at this point. It takes a long time to reach, yet it’s worth it.

The doom tracker can be used in many ways. With this mission, it recorded the health of the bomb. Lose all of the health, and a large explosion might very well happen!

The runes weren’t used with this mission, yet I’m sure I’ll find out more about them in one of these envelopes.

Programming Woes

What a mission this was! It seemed simple enough to push or tow the bomb to the repair pad… In the middle of the continuously spawning minions. I had this under control.

Hilariously, a few glitches completely wiped out my progress. Right when I was about to win, I was practically back at the beginning. Oh, my! Terrible minions.

Tristana looked like she was all set until things went terribly wrong with her mech. Vroom… Spin! Back up!

The bomb was left out in the open. Quickly, it went from 5 health down to 1 health. I had one shot at this. Again.

Tricky Tristana

Go, Tristana! In what would be the final round, I realized that she just had to push the bomb forward. No more towing! But I had to get lucky with the card draft…

If I couldn’t find a card that would allow her to stay facing in the same direction, the mission would be over.

Fortunately, it all worked out! The last of the minions looked on in dismay as they slowed their charge from behind. Serves them right for being so horribly rude.

Heimerdinger deserved a special commendation for mowing down plenty of minions round after round.

Session Overview

Play Number: 3
Solo Mode: Included in the Base Game (Cooperative)
Play Details: Operation: Short Fuse (Mission 1)
Required Play Space: 52″ x 34″
Setup Time: 10 Minutes
Play Time: 1 Hour & 40 Minutes
Outcome: Win

My other secret weapon? Good ol’ Ziggs! His obsession with bombs paid off with a level 3 fuel tank. It detonated at the perfect time, clearing most of the board and giving Tristana a clear path to the repair pad. Success!

%

20 Plays

Affordability

Price & Value

8

Functionality

Challenges & Mechanics

10

Originality

Design & Theme

10

Quality

Components & Rules

10

Reusability

Achievement & Enjoyment

8

Variability

Distinctness & Randomness

6

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Continue the Conversation

How far have you progressed in Mechs vs. Minions? I feel like there are so many more surprises ahead, and I can’t wait! What do you think of secret envelopes and a finite number of missions? Usually, I prefer open-ended gameplay, yet this game continues to challenge my ideas about solo board games. That’s always a good thing in my book!

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