Contents
- 1 How to Play Mechs vs. Minions
- 1.1 Introduction
- 1.2 The Objective
- 1.3 Game Setup
- 1.4 Taking Turns
- 1.5 Winning the Game
- 1.6 Final Thoughts
- 1.7 Get Close!
- 1.8 The Bomb
- 1.9 The Chain Lightning: An Electrifying Attack
- 1.10 Command Cards
- 1.11 Corki
- 1.12 The Crystal Compass
- 1.13 Crystal Shards
- 1.14 Damage
- 1.15 The Danger Phase: Brace Yourself!
- 1.16 Lay It on the Table
- 1.17 The Doom Tracker: Uh-oh!
- 1.18 Command Card Drafting: A Thrilling Decision-Making Process
- 1.19 Boosting the Challenge
- 1.20 The Power of Fuel Tank (Command Card)
- 1.21 As the First Player
- 1.22 The Game Board
- 1.23 Gear Ring
- 1.24 Gear Tracker
- 1.25 GG-101 DOOM Cannon
- 1.26 Meet Heimerdinger
- 1.27 Watch Out for the Lava Pool!
- 1.28 Oh, and watch out for the Lava Wall too!
- 1.29 Enter the Magma Chamber
- 1.30 Massive Boulders
- 1.31 A Unique Feature
- 1.32 Now, let’s talk about Mechs!
- 1.33 Minion Kill Tracker
- 1.34 Minion Phase
- 1.35 My Mission
- 1.36 Roll the Dice
- 1.37 Oil Slick
- 1.38 The Power of Overdrive
- 1.39 Player Phase
- 1.40 Push
- 1.41 Range
- 1.42 Fix Pad
- 1.43 Around and Around We Go
- 1.44 Rune Coins
- 1.45 Rune Die
- 1.46 Unlocking Paths
- 1.47 Rune Shields
- 1.48 Rune Spaces
- 1.49 The School
- 1.50 Scrap
- 1.51 Scrap To Repair
- 1.52 Scrap To Reprogram
- 1.53 Schematic Cards
- 1.54 Introducing Skewer (Command Card)
- 1.55 Slot
- 1.56 Spawning
- 1.57 Spike Walls
- 1.58 Stack
- 1.59 Let’s Talk About Stomp
- 1.60 Team Up with Gears
- 1.61 Tow
- 1.62 Tristana
- 1.63 The Yordles
- 1.64 Zhonya’s Minuteglass
- 1.65 Ziggs
How to Play Mechs vs. Minions
Introduction
Hey there! Ready to learn how to play the awesome game, Mechs vs. Minions? Well, you’ve come to the right place! In this guide, I’ll walk you through the game’s rules and teach you how to dominate the battlefield. So get your game face on and let’s dive right in!
The Objective
So, what’s the deal with Mechs vs. Minions? Well, the objective of the game is pretty simple. You and your friends are a team of brilliant Yordles, controlling powerful mechs. Your mission? To navigate through the dangerous lands and crush as many minions as possible!
Game Setup
Before we get started, we need to set up the game. First, you’ll need to gather your friends around the table. Then, make sure each player has a mech control panel and a deck of cards. Next, place the game board in the center of the table and put the minions’ miniature figures nearby. Finally, shuffle the game cards and deal each player four of them. And voila! You’re ready to go!
Taking Turns
Okay, it’s time to get the show on the road! Mechs vs. Minions is played in rounds, with each round consisting of five phases. Let me break it down for you:
1. Program Phase
During this phase, you’ll select and organize the actions you want your mech to perform. You do this by secretly choosing and placing cards face down on your control panel. Choose wisely, my friend, because your mech’s actions will determine the outcome of the game!
2. Command Phase
In the command phase, everyone reveals their programmed actions simultaneously. This is where the excitement starts! One by one, starting with the first player, everyone carries out the actions shown on their cards. You’ll move your mech, attack minions, and use special abilities. It’s a frenzy of action, I tell you!
3. Announcements Phase
Now, pay attention because this is where things heat up! During the announcements phase, players will reveal event cards and perform any special abilities they have. Keep an eye out for surprises and be ready to adapt your strategy on the fly!
4. Minion Phase
Ah, the minions. They’re itching for a fight! During the minion phase, the pesky little beasts move, attack, and sometimes even bring reinforcements. Be prepared to fend them off and protect your team!
5. Clean Up Phase
Lastly, we have the clean up phase. This is when players discard any remaining cards, replenish their hand, and get ready for the next round. It’s a quick breather before the action resumes!
Winning the Game
The game continues, round after round, until certain conditions are met. If you manage to complete your team’s mission before time runs out, congratulations! You’ve defeated the minions and emerged victorious. But be careful, my friend, because if your mechs suffer too much damage or time runs out, it’s game over for you!
Final Thoughts
There you have it! The rules of Mechs vs. Minions are now at your fingertips. It’s an exciting and strategic game that will keep you on the edge of your seat. So gather your friends, choose your mechs, and let the battle begin! Remember, victory awaits those who strategize, adapt, and work together as a team. Good luck and may the best Yordles win!
Here’s what you get when you open the box:
- 5 Mechs
- 100 Minions
- 1 Bomb Piece
- 4 Crystal Shards
- 1 Gear Tracker
- 2 Gear Rings
- 4 Rune Coins
- 95 Command Cards
- 55 Damage Cards
- 40 Schematic Cards
- 5 Map Tiles
- 1 Color Compass
- 5 Command Lines
- 2 Numbered Dice
- 2 Rune Dice
- 1 Minuteglass
- 10 Mission Envelopes
- 1 Final Reward Envelope
- 5 Game Trays
Get Close!
Wondering how all these pieces fit together? Let me explain. In this game, adjacency is key. That means you need to get close! By placing your Mech next to other units on the board, you’ll form powerful combinations and strengthen your position.
So, what exactly is adjacency? It simply means being side by side. When your Mech is adjacent to a minion or another Mech, it gains extra abilities and can launch devastating attacks against your opponents. You wouldn’t want to miss out on that, right?
Not only is adjacency important for attacking, but it also grants special bonuses when you’re defending. Your Mech becomes harder to hit and can even nullify certain enemy abilities. So, it’s a crucial strategy to consider.
Remember, positioning your Mech strategically and making use of adjacency will give you the edge over your enemies. It’s like a secret weapon that can turn the tide of battle in your favor.
Have you ever wondered how spaces or figures are considered adjacent to each other? Take a look at this simple concept!
I’m going to explain this to you using an example of a Mech. A Mech is adjacent to the four spaces that surround it. This means that the spaces directly above, below, to the left, and to the right of the Mech are considered adjacent. However, diagonal spaces are not considered adjacent.
The Bomb
Oh boy, let me tell you about this crazy thing called the Bomb. It’s like a Mech, but it’s an objective in some missions. Pretty wild, right? Anyway, here’s what you need to know about it:
1. The Bomb can be pushed and towed. So, if you need to move it around, you can give it a little nudge or attach it to something and pull it along.
2. Here’s the tricky part: when the Bomb stomps on minions while being pushed or towed, it squashes them flat. Pretty satisfying, but here’s the catch – the Bomb takes 1 damage each time it stomps on a minion like this. Ouch!
3. The Bomb is a tough cookie when it comes to Ripsaw commands. It blocks them like a pro, and the best part is that it takes absolutely no damage from them. Talk about resistance!
Now, here’s a handy tip for you: use the Doom Tracker on the Gear Tracker to keep track of the Bomb’s health. It’s super important because if the Bomb explodes in any mission, the whole mission is a bust and it’s game over for everyone. Yikes!
Oh, and I almost forgot to mention – there’s this boss you gotta watch out for. They’re the one calling the shots and making things even more interesting. So, keep your eyes peeled!
There you have it – the lowdown on the Bomb and what you need to know. Have fun and good luck tackling those missions!
Rumble took Tristy, the stolen Mech, and it’s a goal in multiple Missions. The Boss doesn’t do anything during the Minion Phase, like a regular Minion would. Instead, it moves around and deals out damage using its own Boss Command Line and Boss Command Cards during the “Danger Phase” after the Minion Phase.
Additionally, the Boss has Rune Shields that you need to disable before you can damage its health. These shields protect the Boss, so you’ll need to deal with them first.
Now, let’s talk about the Boss Command Line. It has a unique Command Line just like you! During the Danger Phase, you’ll execute the Boss’s Command Line in order, starting from 1 and going to 4. You’ll also get the chance to draft new Boss Command Cards and program one of them.
So, be prepared for the challenge and make sure to take down those Rune Shields before going for the Boss’s health!
Watch Out for Default Danger!
Hey there! I wanted to let you in on a little secret – did you know that the Boss has some pretty powerful default abilities? Well, it’s true! These abilities come into play when there are no Boss Command Cards slotted. So, it’s really important for you to be aware of them and make sure you use them to your advantage!
Watch Out for the Game-ending Danger!
Hey there! If any slot gets to a 3-Power level, brace yourself because the Boss is about to unleash his GG-101 Doom Cannon. And when that happens, it’s Game Over! Yup, you lose!
Keep an Eye on the Boss Command Cards
The Boss has some tricks up his sleeve with his special Command Cards. Here’s how it works: after the Boss makes his move, the First Player draws two cards from the Boss Deck. Then, you get to play one of those cards onto the Boss Command Line, while the other one goes straight to the discard pile.
Beware of the Rune Shields
The Boss is no easy opponent. He’s got four Rune Shields shielding him from harm-one for each color/element. And guess what? Those shields start off fully operational, ready to protect the Boss.
Hey there! Let me explain to you how to use Rune Coins on the Gear Tracker to keep track of shields in an exciting game. It’s super easy, so don’t worry!
So, when you place Rune Coins on the Rune section of the Gear Tracker, you’ll know which shields are up and which ones have been disabled. It’s like a handy shield monitor!
Now, these Rune Shields are pretty powerful. They can actually block all damage from Command Cards of the same color. For example, if you have a Red Rune Shield, it will prevent any Fire attacks from hurting you. How cool is that?
But wait, there’s a twist! You can turn off the Rune Shields by stepping on special Rune spaces on the Game Board that match their color. So, let’s say you want to turn off a Blue Rune Shield, just find a Blue Rune space and step on it.
Here’s the tricky part. As soon as the Boss Mech takes 1 Damage from an attack of the shield’s color, the shield turns back on. It’s like it magically regenerates itself! So make sure you’re prepared to face those shields again.
And guess what? Certain Schematic Cards can actually damage the Boss Mech even when the shields are up. But don’t worry, after the damage is dealt, the shields come back on just like before. It’s a bit of a risk, but sometimes you have to take a chance!
Oh, and did I mention that the Boss Mech is twice as large as your own Mechs? It takes up a massive 2×2 spaces on the Game Board. That means it has eight adjacent spaces. Now that’s a big boss!
When I’m playing, the Boss has the power to block Ripsaw Command Cards and push Mechs, just like me. But here’s the catch – I can’t push the Boss.
The Chain Lightning: An Electrifying Attack
Let me tell you about the Chain Lightning. This Command Card is all about electric attacks, but it can be a little tricky. Let me break it down for you.
When I use my powers at full strength, I choose an enemy to attack. I aim for a target in front of me (A) and deal 1 damage to it. Then, I select another enemy nearby (B) that’s positioned diagonally to my first target (A) and hit it for 1 damage too!
This awesome move is called “chaining”. If I have even more power, I can keep chaining and zap multiple targets all at once!
If I initiate the 2-Power move, I will continue to chain it two more times. With each chain, I will choose new targets that are diagonally adjacent to the previous one. This strategy allows me to zap a total of 4 targets with lightning!
Now, if I go for a 3-Power move instead, I can chain it four more times. This gives me the opportunity to hit a maximum of 6 targets in total!
When it comes to the Command Line for the player, it’s like a personal instruction manual for your Mech. It holds your commands in the form of Command Cards.
During your turn, you will draw Command Cards that serve as bits of programming for your Mech’s movements, turns, and attacks.
You can slot these Command Cards into one of the six slots on your Command Line. When it’s your turn, you will execute your Mech’s program by following the order from slot 1 to slot 6.
That’s how Command Lines work. They help you program your Mech’s actions and execute them strategically.
When I start the game, I need to follow the instructions on each card in my Command Line. It’s important to go through the Command Line in order, starting from slot 1 and going all the way to slot 6. I should skip any empty slots that I come across.
When playing the game, you can make your Mech figure move and turn on the Game Board. It’s up to you whether you want to turn left or right.
In the game, there’s a symbol that means “Do Damage.” It’s important to understand that when a Minion takes 1 Damage, it should be removed from the board.
After the First Player completes their turn, the next player clockwise will take their turn and execute their Command Line.
Command Cards
Hey there! Let me tell you all about Command Cards. They’re super important because they give Mechs the ability to do some cool stuff like moving, turning, and attacking.
So, here’s the deal. At the beginning of the Player Phase, you get to draw some Command Cards. These cards are like special instructions for your Mech. You can either add them to one of your Mech’s undamaged Command Line slots (that’s called programming), or you can get rid of them right away for a special effect (that’s called scrapping).
Now, there are three different types of Mech Command Cards: Attack, Move, and Turn. Each type does something different to help your Mech out.
Let’s Talk About Attack Commands
Attack Commands give me the power to deal 1 Damage to one or more targets on the board. It’s like a force that I can use to fight against the bad guys. When I use an Attack Command, I don’t move or turn my Mech. I stay right where I am, ready to take down any enemies in my way. Oh, and by the way, Attack Commands won’t hurt other Mechs or the Bomb. But they might destroy Crystal Shards on certain Missions. So be careful where you use them!
The Scoop on Move Commands
Move Commands let me move my Mech to a different space on the board. It’s like taking a step or two to get closer to my goal. When I use a Move Command, I stay facing the same direction that I started. Most Moves will only take me forward, but there’s one Move called Omnistomp that can take me forward or to the sides. Just remember, I can’t move backward, so I have to plan my moves carefully.
What happens if I move onto a Minion? Well, I stomp and defeat the Minion. They don’t stand a chance against me! But if I move onto another Mech or the Bomb, I’ll push them along in front of me. It’s like I’m shoving them out of my way. I can’t just stand still though, I have to keep moving unless there’s something in my path that I can’t go through.
Ready to Turn with Turn Commands
Turn Commands give me the ability to turn my Mech in a different direction. It’s like changing my viewpoint to see things from a new angle. When I use a Turn Command, I stay in the same space, but I can face a new direction. It’s important to know that Turn Commands don’t move the Mech forward or back, they just turn it around.
When I use Turn Commands, I can make my Mech change direction without actually moving it. A 1-Power Turn card allows me to turn my Mech to the left or right.
A 2-Power Turn card gives me even more options. I can turn my Mech to any side or even make it turn around completely. If I have a 3-Power Turn card, I can even make my Mech spin a full 360 degrees and end up facing the same way it started. Some Turn Commands also have the ability to damage my opponents. It’s important to note that I must always use a Turn Command and cannot skip it.
Element/color
Turn Commands come in different colors or elements. There are four types: Fire (Red), Electric (Yellow), Metal (Blue), and Computery (Green).
Stacking Command Cards
I want to talk to you about an interesting strategy called stacking command cards. It’s when you combine multiple command cards together to create a powerful and cohesive strategy.
It’s like when you have a deck of cards, and you start stacking them on top of each other. Each card adds something new and exciting to the stack, making it stronger and more effective.
For example, let’s say you have a card that allows you to attack twice in one turn. That’s pretty cool on its own, but what if you stack it with a card that increases your attack power? Now you have a deadly combo that can deal massive damage to your opponent.
The key to stacking command cards is finding combinations that work well together. It’s like solving a puzzle. You have to think strategically and consider all the possibilities. Sometimes, it might take a bit of trial and error to find the perfect combination, but that’s part of the fun.
Another thing to keep in mind is that some command cards have special effects when stacked together. For example, stacking two healing cards might give you a regeneration effect that restores your health over time.
So, how do you know which command cards to stack? Well, it really depends on your playstyle and the type of strategy you want to create. Some players prefer to focus on offense and stack cards that increase their attack power, while others lean towards defense and stack cards that boost their defense stats.
Experimenting with different combinations is the key to discovering what works best for you. Don’t be afraid to try out new things and see how they affect your gameplay. That’s part of the beauty of stacking command cards – it allows for endless creativity and customization.
In conclusion, stacking command cards is a powerful strategy that can elevate your gameplay to a whole new level. By combining different cards, you can create synergistic effects and unleash devastating attacks. So go ahead, experiment, and see what kind of deadly combinations you can come up with. Happy stacking!
When it comes to command cards, there’s an interesting rule that allows you to stack cards of the same element on top of each other in the same slot.
Let me break it down for you. If you have a slot with a card already in it, you can place a new card on top of it instead of beneath it. Each slot can hold up to three cards.
But here’s the catch. If you play a card on a slot that already has three cards, you have to discard the bottom card. It’s like a balancing act!
Now, let’s talk about the active card.
The active Command Card is always the top card in the stack. When it’s time to execute the command, you follow the directions on this card.
And here’s an interesting fact about Card Power.
The Power of the top card in the stack is determined by the total number of cards in that stack. So the more cards you have in a stack, the more powerful it is. Each Command Card has different instructions based on its Power level.
But what if you want to override a command?
Well, you can place a card of a different element onto a slot that already has cards in it. But here’s the catch again – you have to discard all the previously-placed cards in that slot. It’s like starting fresh.
Corki
Hey there! I’m Corki, the fearless Bombardier who loves soaring through the skies and tinkering with gizmos. I’m a Yordle pilot with big dreams of becoming a top-notch mechanic.
The Crystal Compass
The Crystal Compass is a special tool in the game that helps me make decisions. It has four directions and four colors, which match the Runes in the game. I use it to determine where to move on the game board and to trigger random events for me.
To use the Crystal Compass, I roll the Rune Die, which also has matching Runes. Then, I look at the arrow on the Compass that corresponds to the Rune I rolled. This arrow shows me the direction to move or the event to trigger.
When using the Crystal Compass to choose a player, I don’t need to worry about exact directions. I simply pick the player that is closest to the arrow on the Compass. If there are fewer than four players, I can reroll if the result doesn’t have a player associated with it.
Crystal Shards
Crystal Shards are these really cool pieces of magic crystal that you’re gonna encounter in a bunch of Missions. Sometimes, Attack Commands don’t do anything to them. Other times, you can totally destroy them using Mech Attack Commands or stomping on them (stepping into the same space). But there’s one important rule: Minions and the Boss can’t damage Crystal Shards. They’re invincible to those guys.
Okay, now let’s talk about how to pick up Crystal Shards. It’s easy-peasy. All you gotta do is step onto a space that has a Crystal Shard, and bam! It’s in your hands. Pretty neat, right? But here’s the thing: you can only carry one Crystal Shard at a time. So, be careful not to get too greedy!
Oh, and if you’re wondering what to do if you get hit while carrying a Crystal Shard, don’t worry. You just drop it before dealing with the Damage Card. Simple as that.
Roll the Rune Die and put the Crystal Shard in the space next to me, following the direction of the Crystal Compass.
If the Shard falls onto another Mech who isn’t already holding a Shard, that Mech will immediately pick it up.
If the space I rolled to is off the board or there’s no valid space to drop the Shard, it falls right at my feet and I pick it up again. (Nice catch!)
If I drop a Crystal Shard on a space with a Minion, the Shard will slide underneath.
Breakable Shards
In Missions where Crystal Shards are meant to be broken, they’re very fragile, and will shatter if I take 1 Damage from a Mech. Crystal Shards will also break if I step on them (move into the same space).
Damage
When I’m out there on the battlefield, damages start piling up. You see, every hit I take is recorded on these Damage Cards I draw from the Damage Deck. It’s like a reminder of how tough things can get and how it can mess with my controls. If my Mech gets banged up too much, it becomes harder to control, and that means it’s gonna be a real challenge to achieve my objective.
But, hey, here’s the good news: no matter how beat up my Mech gets, I can’t die! Isn’t that a relief? I mean, I may be battered and bruised, but I’ll still be out there fighting, giving it my all.
What is Glitch Damage?
Have you ever heard of glitch damage? It’s a pretty cool concept that I recently discovered. Let me explain it to you.
Glitch Damage Cards are these special cards that do something super cool right away, and then they go away. They’re like a burst of energy that adds a twist to the game and keeps things interesting.
Picture this: you’re deep into a game, strategizing your moves and thinking you’ve got it all figured out, when suddenly you draw a Glitch Damage Card. It’s like a little surprise that shakes things up and makes you rethink your strategy.
These cards are all about timing. They come into play at just the right moment and make you adapt on the fly. You might have to change your plan or take a risk you weren’t expecting. It’s a thrilling way to keep you on your toes and add an element of surprise to the game.
So, if you’re looking for a game that spices things up and keeps you on your toes, you should definitely check out Glitch Damage Cards. They’re a unique twist that can make any game more exciting. Give them a try and see how they can elevate your gaming experience!
When Your System Goes Haywire
System Damage Cards can wreak havoc on your technology. These sneaky little cards unleash ongoing effects that can cause chaos and confusion. You’ll want to keep them close by, next to your Command Line so you can monitor the mayhem.
Slot Damage
Slot Damage Cards have a special ability that disables one of the slots in your Command Line. Instead of its normal function, that slot will now perform an uncontrollable action.
How to Use Damage Cards
When using Damage Cards, it’s important to follow these steps one at a time and in the order of play. Remember, a player’s damage can potentially remove the source of damage that could affect the next player!
- Start by executing the instructions on the Damage Card for all damage types.
- If the Damage Card is a Glitch, discard it and move on to the next one.
- If the Damage Card is a System Damage Card, place it next to your Command Line to remember that the damage is in effect.
If your slot gets damaged, here’s what you can do to fix it: Roll a number die to determine Slot Damage. Take the Damage Card and place it on top of any Command Cards in the matching slot. If the slot was already damaged, replace the old damage with the new one. When you execute your Command Line next time, treat the Damage Card as if it were a Command Card.
Keep in mind that slot damage prevents you from programming or reprogramming those slots. You won’t be able to place Command Cards on damaged slots!
Now, let’s talk about repairing damage. There are two ways to remove damage from your Mech. First, you can discard (send to the scrap pile) 6 Fire or 9 Metal Command Cards during the draft phase. Alternatively, you can step on a Repair Pad on the Game Board to repair your Mech.
The Danger Phase: Brace Yourself!
Alright, listen up! I’m about to spill the beans on the Danger Phase. Picture this: after all the Minion chaos settles down, we’re not out of the woods yet. We enter the Danger Phase, where things can get wild.
Now, pay attention to the Mission Dossier for the deets. It’ll let you know if there’s a Danger Phase and what’s in store for us. So, keep those peepers peeled! Once the Danger Phase wraps up, it’s on to the next player, and a fresh round kicks off, just like always.
Lay It on the Table
When it’s time to deal, whether it’s Command Cards, Damage Cards, or those wild Boss Cards, get ’em from the tippy-top of their respective decks. Then, plop ’em right on the table, face up, so everyone can see what’s goin’ on. We don’t want anyone playin’ peekaboo, alright?
The Doom Tracker: Uh-oh!
The Doom Tracker is a special feature of the Gear Tracker that serves different purposes in each Mission. There are times when you need to keep an eye on how close the Bomb is to exploding or the Boss’s health. It’s crucial to stay attentive and monitor it closely to steer clear of disaster!
Command Card Drafting: A Thrilling Decision-Making Process
Hey there! So, when it’s time to draft Command Cards for our next game, things get really exciting. Let me walk you through this super important process.
Players’ Turn: Unveiling the Options
Okay, picture this: I lay out five Command Cards right in front of us. They’re faceup, meaning we can see all the juicy details. Now it’s time for us to make some choices.
Starting with the first player, we take turns picking one card at a time. Each time a player makes a choice, they discard the rest of the cards they didn’t select and keep flipping Zhonya’s Minuteglass to keep the pace going.
This continues in a clockwise fashion until each player has picked a total of four Command Cards. By the end, we’ll have a strong lineup of cards to dominate the game!
If you run out of time with Zhonya’s Minuteglass before picking four cards, you can shuffle the remaining cards and deal them randomly.
Get rid of the cards that are left.
If there are four players on your team, each player will have 1 Command Card. If there are fewer players, each player will end up with multiple Command Cards!
Double Draft
In any Mission after the tutorial, the first Player Draft is a Double Draft. Instead of dealing five Command Cards, the First Player will deal ten faceup on the table. Each player takes turns picking one card until they each have two cards. Discard the rest.
Boss Draft
When you’re on certain Missions, you’ll come across a Boss Mech. These Boss Mechs work in a way that’s similar to player Mechs. Just like you, Boss Mechs have two Boss Command Cards. They choose one of these cards to program into the Boss Command Line. After that, they discard the card they didn’t use.
Boosting the Challenge
When I’m on a Mission, things can get real dicey. You know, minions start popping up all over the place or walls of hot, bubbling lava come rushing towards you. It’s like the game is trying to test my mettle, you know? But don’t worry, the Mission Dossier has got my back. It tells me exactly when and how the danger level amps up.
The Power of Fuel Tank (Command Card)
Fuel Tank is a special Fire Move Command Card that I want to tell you about. It’s not like any other move command – there’s something unique about it!
When you use the Fuel Tank Command Card, you need to turn your Mech, just like with any other move command. But there’s more to it than that – it has a special ability:
If, and only if, you are about to take damage (like from a Minion during the Minion Phase, or the Boss during the Danger Phase, or even hazards like Lava Pools or Spike Walls), you have the choice to immediately detonate your Fuel Tank.
This detonation does a few things:
- When I use Fuel Tank, I completely ignore any potential damage it would cause to me.
- If I activate Fuel Tank, I remove it from my Command Line and get rid of it.
- Fuel Tank deals 1 Damage to all targets within range. The range of effect increases as the Power level rises.
By eliminating nearby enemies, Fuel Tank also prevents them from dealing damage, thus protecting other players.
As the First Player
As the first player, I am in charge of the Player Phase, which includes choosing Command Cards and executing actions from my Command Line.
After completing a full round, the next player in a clockwise direction from our starting positions becomes the First Player, ensuring that everyone gets a chance!
So, here’s what you need to do before we begin any Mission: First, roll the Rune Die. The direction that shows up on the Crystal Compass will determine who gets to be the First Player for that Mission. Pretty simple, right? Now, if you don’t want to leave it up to chance, you can always just choose the most experienced player to be the initial “First Player.” That way, they can help everyone else get up to speed. The choice is yours!
Tip: If you want to know who’s First Player, just use Zhonya’s Minuteglass. It’s even got a 1 on top!
The Game Board
The Game Board is all the Map Tiles you use during a Mission. After the tutorial, you’ll need at least two Map Tiles for each Mission. Make sure you pay attention to which Map Tiles you use and how they’re arranged for the best experience.
The rules for each Mission, like Escalation and Minion Phase rules, are designed to work with these Game Board setups.
Gear Ring
When it comes to the Gear Ring, you’ll find numbered spots placed on both the Team Gear and Doom Track sections of the Gear Tracker. These spots will play a crucial role in keeping track of specific values during each Mission.
Gear Tracker
The Gear Tracker is an invaluable tool that ensures you stay on top of all the important numbers throughout your Mission. It covers a variety of tracks, including Boss health, Team Gears earned cooperatively, and Minions defeated.
Minion Kills
Hey there! Let’s talk about Minion Kills. Whenever Mechs take out Minion figures, they go on this track from left to right. When you’ve got 5 Minions on the track, guess what? Your team gets a shiny new Team Gear! But don’t worry, you’ll need to clear the Minions off and start again to earn more Team Gears. It’s all about that teamwork!
Team Gears
Okay, now let’s dive into Team Gears. At the beginning of each Mission, the Team Gears reset to zero. These Team Gears are super important because they directly link to your Schematic Cards and those awesome Overdrive special abilities. So, how do you earn Team Gears? Simple! Just keep killing those Minions! Each time you take one out, your team earns a Team Gear. The more Team Gears you have, the more abilities you unlock!
Once you’ve earned your very first Team Gear, put a Gear Ring on the first spot in the Team Gear track. And when your team has earned enough Team Gears, it’s time for your Schematic Cards to shine! Flip them faceup because now they’re active and ready to use. Just remember, the required number of Team Gears varies for each Schematic. You can find that info on the back of each Schematic card. So keep those Minion kills coming and unlock those awesome abilities!
If your team manages to collect 15 Team Gears, each player will gain a special Overdrive ability. Make sure to check the Command Line at the bottom of each player’s card to learn more about Overdrive.
Doom Track
The Doom Track serves different purposes in different Missions. It could measure how close the Bomb is to exploding or indicate the Boss’s health. No matter the scenario, it’s crucial to keep an eye on the Doom Track so that your team doesn’t meet a terrible fate!
Runes
In later Missions, it will be necessary for players to step on Rune Spaces on the Game Board. By doing so, they can disable the Boss’s Rune Shields and/or unlock Rune Gates. The Rune Coins on this track will help you remember if a Rune has been activated or not.
GG-101 DOOM Cannon
If any slot in the Boss Command Line reaches 3-Power during the Danger Phase and is executed, well, it’s game over! You lose! It’s right there in the name – GG!
Meet Heimerdinger
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Hey there! Let me tell you about Heimerdinger, the brilliant scientist from League of Legends. He’s a bit of an oddball, but in the best way possible. With a mind that’s always buzzing with ideas, and his trusty wrench in hand, he’s ready to show the world what he’s made of.
An Inventor Extraordinaire
I bet you’ve never seen anyone quite like Heimerdinger. He’s a master inventor, creating all sorts of contraptions that defy imagination. From his H-28G Evolution Turret that shoots powerful beams at his enemies, to his CH-2 Electron Storm Grenade that can stun and damage foes, Heimerdinger is always armed with gadgets that give him the upper hand.
A Champ with a Plan
When it comes to strategy, Heimerdinger doesn’t mess around. He’s all about setting up a strong defense while wreaking havoc on his opponents. His turrets provide excellent cover and deal significant damage, making them perfect for controlling key areas of the battlefield. And if that’s not enough, he can even upgrade his turrets to make them even more powerful!
Brains Over Brawn
Heimerdinger might not be the most physically imposing champion, but he makes up for it with his intellect. He’s a strategic mastermind, always thinking several steps ahead of his foes. His arsenal of gadgets grants him incredible control over the battlefield, and his ability to outsmart his opponents makes him a force to be reckoned with.
Conclusion
So, if you’re looking for a champion who’s equal parts brains and brawn, Heimerdinger is your guy. With his inventive nature and strategic mindset, he’s ready to dominate the Rift like no other. Give Heimerdinger a try, and you’ll see why he’s considered one of the most unique and fascinating champions in League of Legends!
Hey there! I’m Heimerdinger, the Revered Inventor. I may be a bit clumsy, but I’ve got an ingenious brain and a knack for fixing things with my trusty Hextech wrench.
Watch Out for the Lava Pool!
Hey there! So, guess what happens when we have those Magma Chamber Map Tiles? Well, let me tell you, things get really hot and dangerous. We’re talking about Lava Pools all over the place!
So here’s the deal: if you happen to step onto one of these Lava Pool spaces with your Mech, you can forget about going any further. It doesn’t matter if you have a fancy Speed card or a powerful Move Command – stepping onto a Lava Pool means you stop right there.
And that’s not all! Stepping into a Lava Pool means you’ll instantly take 1 Damage. Ouch! But hey, that’s the price you pay for walking over hot lava.
Now, here’s the tricky part. After you take that 1 Damage hit, you can continue with your Command Line as usual. But hold on tight, because if you step onto another Lava Pool, the same thing happens. You stop moving immediately and take even more damage. So be careful where you step!
Oh, and watch out for the Lava Wall too!
When I’m on a Mission, there’s always that one obstacle that gets my adrenaline pumping – the wall of molten lava. This fiery barrier doesn’t stay still, either. It moves during the Danger Phase, making things even more challenging!
The Lava Wall isn’t picky; it’ll push me and all my fellow Mechs forward, along with the Bomb we’re trying to protect. And with each space we’re pushed, we take 1 Damage. The damage can pile up quickly, especially as the Lava Wall picks up speed! So, when it’s time to deal with the Lava Wall, we first go through all the Damage Cards drawn by each player, one by one, and then we move on to other targets.
But that’s not all – the Lava Wall is ruthless. If it crosses paths with Minions, they’re instantly toast. Yep, they’re out of the game! Makes me wish I could keep track of all those Minion kills on the Gear Tracker!
Enter the Magma Chamber
As the Missions become more complex and challenging, the Game Board also becomes more difficult to navigate. You may encounter new obstacles and dangers on the backs of the grassy forest Map Tiles, such as Massive Boulders and Rune Gates, as well as hazardous elements like Lava Pools and Spike Walls.
Massive Boulders
Have you ever come across those huge boulders on the Magma Chamber Map Tiles? They’re quite the obstacle, let me tell you!
These boulders are so mighty that they stop Mechs, Minions, and even Bosses in their tracks. It’s like hitting a wall!
A Unique Feature
When it comes to playing a game, have you ever wondered what a Map Tile is? Well, let me explain. A Map Tile refers to a single 6×6 tile that makes up the Game Board. It’s like a piece of the puzzle that helps create the whole picture!
In each Mission Dossier, you’ll find instructions on how to lay out the Map Tiles to create the Game Board. These Map Tiles play an important role in the game. Some Commands can affect all targets on a Map Tile, and in certain scenarios, things can escalate when players enter or exit a specific Map Tile. So, you’ll want to keep an eye on your surroundings and plan your moves wisely!
Now, let’s talk about Mechs!
In this game, you get to be a Yordle mechanic who has built their own Mech. What’s a Mech, you ask? Well, it’s a mechanical battle suit that you’ll control. Pretty cool, huh?
So, here’s how it works: You’ll use Command Cards to program your Mech on the Command Line, and then you’ll move your Mech figure on the Game Board. It’s like being the pilot of your own robot! Just imagine the adventures you’ll have.
But watch out! As the game progresses, you’ll come face to face with a Boss Mech. This Boss Mech is piloted by a smarter-than-average Minion. Think you have what it takes to outsmart them and come out victorious?
Minion Kill Tracker
Welcome to the Minion Kill Tracker! It’s a cool tool that’s part of the Gear Tracker. So, here’s how it works: whenever you and your team manage to eliminate a Minion, you simply place that Minion on the first available space, starting from the left. And guess what? As a reward for your heroic Minion slaying, every five Minion kills will earn your team some awesome Team Gear! But hey, don’t worry about keeping track of all those kills – the Minion Kill Tracker will reset itself back to zero once you’ve claimed your well-deserved reward. Pretty neat, right?
Minion Phase
Welcome to the Minion Phase! This is a crucial part of the game where I get to unleash my little army of minions and wreak havoc on my opponents. It’s like having a bunch of tiny, loyal soldiers at my disposal, ready to do my bidding. The minion phase is jam-packed with excitement and strategy, so let’s jump right in and explore what it’s all about.
In the beginning, I have to carefully choose which minion I want to summon onto the battlefield. Each minion has its own unique set of skills and abilities, so it’s important to consider the type of strategy I want to employ. Do I want a fast and nimble minion to go for a quick strike, or a hulking behemoth to soak up damage and protect me? The choice is mine, but I must choose wisely.
Once I’ve made my decision, I can then play the minion onto the designated area. This is where the fun really begins. My little minion comes to life and takes its place on the battlefield. It’s almost like watching my very own mini superhero come to life.
But it’s not just about summoning minions. I can also use various spells and abilities to enhance my minions’ power. These spells can give my minions an extra boost or weaken my opponent’s minions. It’s a double-edged sword of strategy and clever thinking.
And let’s not forget about teamwork. In some games, I can even combine my minions’ powers to unleash devastating attacks on my opponents. It’s like a symphony of chaos and destruction, all orchestrated by me.
The minion phase is all about seizing the advantage and outsmarting my opponents. It’s a constant battle of wits and strategy, where every decision counts. So, when it’s time for the minion phase, I must be prepared to think on my feet and adapt to the ever-changing battlefield.
Are you ready to join me in the minion phase? Prepare for an epic clash of minions, spells, and strategic brilliance. Trust me, once you experience the thrill of commanding your own minions, you’ll never want to go back. So, grab your deck, summon your minions, and let the chaos commence!
A Round consists of three different parts: Player Phase, Minion Phase, and, sometimes, Danger Phase.
During the Minion Phase, there are three main actions that take place.
First, Minions move around the Game Board, changing their positions.
Next, more Minions are added to the Game Board, increasing their numbers.
Finally, Minions attack the players, dealing damage to them.
Now let’s talk about Minions in general.
In each Mission, Minions have different behaviors. However, there are a few things that are always the same.
As the name suggests, Minions are small creatures that follow orders and serve a specific purpose. They have unique abilities and can be a valuable asset on the battlefield.
Understanding Minions is crucial if you want to excel in the game. By knowing how they move, spawn, and attack, you can strategize and come up with the best plan to counter them.
In conclusion, the Minion Phase in each Round is an essential part of the game. It challenges your ability to adapt and react quickly to changing situations. So, make sure to study and understand Minions to improve your chances of success.
- When I play the game, I can’t move my minions into a space that’s already occupied, unless they have Crystal Shards. And I can’t move them off the board either.
- My minions can’t push Mechs, so I have to be careful with their movements.
- When it comes to doing damage, my minions draw Damage Cards from the Damage Deck.
- Whenever my minions successfully attack Mechs or the Bomb, they always do 1 Damage.
- If my minions and the target space share a side, they are considered adjacent.
- If my minions are diagonal to the target space, they are not considered adjacent.
- My minions are very fragile, and they die as soon as they take 1 Damage.
- When I’m choosing Command Cards, I need to look for the damage symbol.
My Mission
Ready to go on an epic adventure with these brave little creatures called Yordles? Well, get ready to embark on 10 exciting Missions, each with its own set of rules and challenges. As we journey together, we’ll uncover the secrets behind the invasion of Minions, discover awesome new abilities, and face even more daring dangers!
Now, every Mission comes with its own unique instructions and sometimes even special game pieces. You’ll find these hidden treasures in the Mission Dossier envelope that corresponds to each Mission. So, be sure to open them up and see what surprises await!
Roll the Dice
Hey there! Let me tell you about the Number Die. It’s a special kind of dice with six sides. We use it in a game to randomly pick slots on the players’ Command Lines. You might be wondering what that means. Well, Command Lines are like a grid where we place different cards. One important card is the Damage Card. This card is really useful for making things interesting in the game.
Oil Slick
Have you ever wondered what happens when a Mech, Minion, or Bomb encounters an Oil Slick on the board? It’s actually quite fascinating! When one of these game pieces moves onto an Oil Slick, it becomes locked into the same direction until it hits a wall, another obstacle (like another Mech or Bomb), or the edge of the board. While moving, a Mech or Bomb has the power to stomp on any unfortunate Minions that happen to be in its path. However, Minions themselves are blocked by other Minions, unable to pass through.
The Power of Overdrive
If you’re looking to level up your gameplay, there’s something called Overdrive that you need to know about. Once your team collectively reaches 15 Team Gears, a remarkable thing happens. The entire team gains access to their Overdrive abilities! Each Mech possesses a unique Overdrive ability that can be activated. You’ll find the details of each ability listed at the bottom of their Command Line.
Player Phase
Ah, the player phase. It’s your time to shine, to take control of the game and make things happen. You’re the star of the show, and it’s up to you to make the most of your turn.
First things first, let’s talk about strategy. When it’s your turn, you have the advantage. You get to make the first move, which means you can set the stage for the rest of the game. But with great power comes great responsibility. You have to think strategically and plan your moves carefully.
One of the key things to consider during your player phase is positioning. Where you place your pieces on the board can make a big difference in the outcome of the game. You want to position yourself in a way that gives you the best possible advantage, while also keeping an eye on what your opponent might do next.
Another important factor to consider is timing. Knowing when to strike and when to hold back can be crucial in securing victory. It’s all about finding the right balance between aggression and caution.
Now, let’s talk about the art of decision-making. When you’re in the player phase, every decision you make counts. You have to weigh the pros and cons of each move, considering both short-term gains and long-term consequences. It can be a lot to think about, but that’s all part of the fun.
In conclusion, the player phase is an exciting and crucial part of the game. It’s your time to shine and show off your strategic skills. So take charge, make your moves, and enjoy the thrill of being in control. Good luck!
A Round consists of three parts: Player Phase, Minion Phase, and sometimes Danger Phase.
During the Player Phase, there are three important things to do.
First, you start by picking Command Cards, starting with the First Player.
Next, you need to program your Command Cards into the slots on the Command Line.
Finally, it’s time to execute your Command Lines and move your Mechs on the board.
Now let’s talk about Programming.
After everyone has chosen their Command Card(s), you can either program them or scrap them. If you choose to program, simply place the Command Card in any undamaged slot on the Command Line. If you decide to scrap it, just discard the card.
When we play this game, all of us program together. We have to decide what to do with our Command Cards right away – we can’t keep them for later.
Once we put our Command Cards in a Command Line, they stay there in a certain order. We can only change the order by getting rid of Electric or Computery cards during the draft.
Push
We can use our Mechs to push other Mechs and the Bomb. But we can’t push the Boss Mech – we have to fight him instead.
Hey there! Let’s talk about pushing things in the game Red Mechs. If you’ve ever played, you might have noticed that the Red Mechs can push objects in a certain direction.
When I want to push something, I need to make sure that I’m next to it. So, imagine I’m a Mech and I want to push a Bomb. I have to be right next to it. I can also push another Mech, but the same rule applies – I have to be right next to it.
Here’s where things get interesting: when I try to move and end up in the same space as another Mech or the Bomb, I push it forward in the same direction. And guess what? If there’s another object in front of the Mech or the Bomb, it gets pushed too.
But wait, there are some limitations. If I can’t move an object forward because of obstacles or the edge of the game board, well, tough luck, the movement won’t happen.
Let’s talk about some specific cases. If I push an object onto an Oil Slick, it will slide in the usual way. However, I can’t push anything into a Massive Boulder, through a Rune Gate, or off the edge of the game board. Those are a big no-no.
Oh! I almost forgot to mention: pushing doesn’t damage the Mechs or the Bomb. But if the Bomb gets pushed onto a Minion, ouch! It will receive 1 point of damage. And if either the Mech or the Bomb gets pushed into a Spike Wall or a Lava Pool, bam! They also receive 1 point of damage.
Range
Hey there! Let’s talk about range – it’s kind of like figuring out how far you can go on a game board. When we say “range,” we’re talking about the number of spaces you can move to get from one game piece to another. It’s like counting the steps you need to take to reach your destination.
Fix Pad
What’s the deal with repair pads?
Repair pads are these incredible things that can fix all sorts of broken gadgets, like smartphones, tablets, and laptops. They’re like magical healing spots for your devices! I mean, how cool is that?
You know how sometimes you drop your phone and it gets all messed up? Well, repair pads can fix those cracked screens and make it look brand new again. It’s like a magic spell that brings your device back to life!
But it’s not just about fixing broken screens. Repair pads can also help with other issues, like when your device doesn’t turn on or when it’s running really slow. It’s like a superhero that saves the day and makes your gadgets work like they’re supposed to.
How do repair pads work?
Now you’re probably wondering, “How do these repair pads work their magic?” Well, it’s pretty simple, actually. Repair pads use special tools and techniques to diagnose the problem and then fix it right up.
When you bring your broken device to a repair pad, a skilled technician will take a look at it and figure out what’s wrong. They’ll use their fancy tools and knowledge to identify the issue, whether it’s a hardware problem or a software glitch.
Once they’ve figured out the problem, they’ll work their magic to fix it. They might have to replace a broken part or update the software to make everything run smoothly again. It’s like giving your device a makeover!
The best part is that you don’t have to wait for days or weeks to get your device back. Repair pads can often fix your gadgets on the spot, so you can leave with a fully functioning device in no time. It’s like a quick and easy solution to all your gadget problems.
Why choose a repair pad?
When it comes to fixing your gadgets, repair pads are your best bet. They’re experts in what they do and have the skills needed to get your devices back in shape. And they do it all at a fraction of the cost of buying a new device.
Choosing a repair pad also means that you’re helping the environment. Instead of throwing away your broken device and adding to the ever-growing pile of electronic waste, repair pads can give it a second chance at life. It’s like recycling for gadgets!
So, the next time your phone takes a tumble or your laptop refuses to turn on, remember that repair pads are there to save the day. They’re like real-life superheroes for your gadgets, ready to fix any problem that comes their way.
Hey there! Did you know that when I move my Mech onto a Repair Pad, I can fix one point of damage? Pretty cool, right? It doesn’t matter if I do it on purpose or if someone pushes or tows my Mech onto the pad, I still get to repair. And guess what? I can do it more than once in a single turn! All I have to do is step off the Repair Pad and then step back on. It’s like giving my Mech a little tune-up!
Around and Around We Go
A Round consists of two or three parts, depending on the Mission.
First, it’s the Player Phase. During this phase, the First Player organizes a draft and then players plan and execute their moves, directing their Mechs on the Game Board.
Next is the Minion Phase. In this phase, the Minions on the board move, new ones appear, and they attack the players.
Lastly, there’s the Danger Phase. This is when Mission-specific dangers, like the Boss or the Lava Wall, take their actions.
After these three phases are complete, the Round comes to an end, and a new Round begins. The First Player role is passed on to the next player.
And that’s the gist of how a Round unfolds in the game.
I gotta tell ya, Rumble is the real deal when it comes to turning junk into some seriously powerful weapons. Tinkering away in his little junkyard, he’s managed to become the king of this motley crew and even the headmaster of his own school.
Rune Coins
Let me explain how these Rune Coins work. You see, each coin has two sides – an Active face and an Inactive face. On the Active face, you’ll find one of four special symbols called Runes. Now, these Runes pop up on these things called Rune Spaces. You can flip those Rune Coins to keep track of what’s happening with the Rune Gates and Rune Shields. It’s pretty nifty, huh?
Rune Die
Hey there! Have you ever heard of a Rune Die? It might sound like something out of a fantasy game, but it’s a real thing!
You know those special symbols called runes that were used by the ancient Vikings? Well, a Rune Die is a dice that has those runes instead of numbers on its sides. How cool is that?
With a Rune Die, you can have a fun and unique way of making decisions. Instead of rolling a regular die with numbers, you can roll the Rune Die and let fate guide you based on the symbol that lands face up.
Each rune has its own meaning and significance. For example, the rune called “Algiz” stands for protection and defense, while the rune “Ansuz” represents wisdom and communication.
When you roll a Rune Die, you can interpret the symbol that comes up as a message or guidance for your current situation. It’s like getting advice from the universe itself! Pretty neat, huh?
Now, I know what you might be thinking. “How do I know which rune corresponds to which meaning?” Well, don’t worry! There are many resources available that can help you understand the meanings of the different runes.
You can find books, websites, and even apps that provide detailed explanations and interpretations of each rune. So, if you’re interested in exploring the world of the runes, there’s plenty of information out there to get you started.
In conclusion, the Rune Die is a fascinating tool that combines ancient symbolism with the playfulness of dice rolling. It can be a fun way to gain insight and inspiration in your daily life. So why not give it a try? Roll the Rune Die and see what wisdom it has in store for you!
The Rune Die is an important tool in the game, with colors that match the Rune Spaces and Crystal Compass. It helps determine various random elements, like who goes first, the direction of damage, and when minions appear.
Unlocking Paths
In the Magma Chamber, there are magical Rune Gates that block certain passages.
Mechs can only pass through these gates with Move Command Cards that have the same color as the gate. The colors are Yellow (Speed), Green (Omnistomp), Red (Blaze), and Blue (Skewer). If the card doesn’t match the gate, the Mech can’t pass through until the gate is temporarily deactivated.
To deactivate a Rune Gate or the Boss Mech’s Rune Shields, you need to step on a Rune Space that matches the color. Keep track of these by using Rune Coins on the Runes section of the Gear Tracker.
When I’m piloting a Mech, I notice something interesting happens when I pass through a Rune Gate or when the Boss gets hit by an attack of a certain color. It’s like these mystical gates reactivate, becoming active once again.
But here’s the thing – the Minions and the Boss don’t seem to pay any attention to these Rune Gates. They just go about their business, oblivious to the power contained within them.
Rune Shields
I’ve also noticed that the Boss is protected by these four Rune Shields. They come in different colors, each representing a different element. And guess what? The shields are always up and ready for action!
To keep track of which shields are active, I like to place these cool Rune Coins on the dedicated section of the Gear Tracker. It helps me stay organized. I simply remove and replace the coins whenever a Rune Shield is deactivated or reactivated.
When a Rune Shield is active, it acts like a force field, blocking any damage from attacks of the corresponding color. For example, if the Red Rune Shield is active, it blocks any Fire attacks that come its way. But here’s the catch – these shields can be turned off if you step on the Rune spaces of the corresponding color.
But wait, there’s more! As soon as the Boss takes a hit from an attack of the same color, the shield magically turns back on, protecting the Boss once again.
Certain Schematic Cards can also cause damage to any part of the Boss Mech that doesn’t have a shield, but the Rune Shield will be reactivated after the damage, just like any other damage.
Rune Spaces
There are four colors of Rune Spaces: Red, Green, Yellow, and Blue. Each color has its own unique shape. These spaces are usually used to spawn Minions during the Minion Phase. Walking on a Rune Space doesn’t have an immediate effect, but it will prevent Minions from spawning.
The School
The School is one of the places I encounter during my missions. It’s like a little world on the board, waiting for me to explore. When I step into the School, I notice how empty it is. There are no Mechs, Minions, or even the Bomb standing in my way. It’s just me and the freedom to move around as I please.
But even though the School seems peaceful, I know there could be hidden dangers. It’s like a game of hide-and-seek, with surprises waiting around each corner. I have to stay alert and cautious, ready to face any challenges that may come my way.
The School is a place of learning and growth. It teaches me valuable lessons about strategy and problem-solving. I have to think carefully about my moves and consider the consequences. Every decision I make in the School can have a big impact on the outcome of my mission.
Inside the School, I can feel a sense of anticipation. I know that there are secrets to uncover and mysteries to solve. It’s an adventure waiting to happen, and I can’t wait to see what lies ahead.
When I enter the School, it’s like entering a different world. Time stands still, and I am completely engulfed in the experience. The outside world fades away, and I am focused solely on the challenges and excitement within the walls of the School.
So, as I embark on my mission, I remember the importance of the School. It may seem empty at first, but it holds the key to unlocking great rewards and fulfilling my objectives. The School is a place of growth and discovery, and I am ready to embrace all that it has to offer.
Scrap
When I’m working on my draft, I can choose to scrap (discard) the Command Cards instead of putting them into my Command Line. Depending on the color/element of the Command Card, I can either repair (using 6 Fire or Metal) or reprogram (Electric or Computery) my Command Line.
I can only scrap cards that are part of my draft. Once I’ve slotted them into my Command Line, I can’t scrap them anymore.
Scrap To Repair
While I’m drafting, I have the option to pick one or more Command Cards. I can either put them in my Command Line or discard them to have an immediate effect.
If I decide to scrap Fire or Metal cards, I can repair any damage to my Mech. I discard the scrapped card and remove 1 Damage Card from my Mech. If the damage affected a slot, any Command Cards below it are enabled again!
Scrap To Reprogram
When you’re drafting, you get to choose Command Cards. You can put these cards into your Command Line, or you can scrap them for an instant effect.
If you scrap Electric or Computery cards, you can reprogram your Command Line. Just switch the contents of any two undamaged slots and discard the card you scrapped.
Schematic Cards
Wow, have you ever heard of Schematic Cards? Let me tell you, they are some seriously cool things. The idea behind them is all about presenting information in a visual and organized way. These cards are like a magic trick that turns complicated concepts into bite-sized pieces that are easy to understand. And let me tell you, they are a game changer!
So, here’s the deal. Schematic cards are a tool that can help you learn and remember things more efficiently. They use simple graphics and illustrations to break down complex topics into easy-to-digest chunks. And trust me, it’s a game changer.
For example, let’s say you’re learning about the solar system. Instead of reading a long and boring textbook, you can use schematic cards to explore each planet, its characteristics, and its position in the solar system. These cards present the information in a way that’s both visually engaging and easy to understand. It’s like having a personal guide through the universe!
But it doesn’t stop there. Schematic cards can be used for all sorts of things. Whether you’re studying biology, history, or even a foreign language, these cards can be a game changer. They help you break down complex concepts into smaller, more manageable pieces. It’s like having a cheat sheet for your brain!
Another great thing about schematic cards is their flexibility. You can use them on your own, with a study group, or even in a classroom setting. They’re like little pockets of knowledge that you can carry with you wherever you go. And trust me, once you start using them, you’ll wonder how you ever learned without them.
So, if you’re looking for a new way to learn and remember information, give schematic cards a try. They’re fun, effective, and can help you turn complex topics into manageable, bite-sized pieces. Trust me, it’s a game changer!
Hey there! Let me tell you about Schematic Cards – they’re super cool abilities that only us Yordles can use. But here’s the catch, you need Team Gears to make them work!
When a Mission kicks off, we all get to pick up to two Schematics to take along with us. Now, we can choose any Schematic we’ve unlocked, but it has to be connected to the Yordle we’re playing as.
So, how do we activate these Schematic Cards?
So, here’s the deal – when Team Gears hits the magic number on the back of the Schematic Card, something pretty cool happens. You gotta flip that card over to show it’s active, and then you get to do your thing. And hey, don’t worry, it won’t use up any of your precious Team Gears. It’s a win-win situation! Level up and get ready to rock!
Hack Schematics
Hacks are like magic tricks. They have incredible power, but you can only use them once. Once you’ve used a hack, you have to throw it away.
The Power of Boosts
Boosts are super helpful power-ups that can give your team a serious advantage in battle. They come in all kinds of varieties and can really pack a punch. But it’s important to remember that boosts can also be used against you, so choose wisely!
Understanding Slot Schematics
Slot Schematics are a convenient feature that seamlessly integrates into your Command Line interface. They are an integral part of your gameplay, as they are executed every turn to enhance your experience.
Introducing Skewer (Command Card)
Today, I want to introduce you to a powerful Command Card known as Skewer. This card is a game-changer and can drastically elevate your gameplay strategy.
Skewer is a double-edged sword that allows you to unleash a devastating attack on your opponents. With its unique abilities, it can regenerate a swift response and give you a tactical advantage over your adversaries.
One of the key features of Skewer is its versatility. It can be used in various situations, whether you’re facing a single formidable foe or a group of opponents. Regardless of the scenario, Skewer has got you covered.
Furthermore, Skewer allows you to interpret the battlefield and make informed decisions. By carefully analyzing the situation at hand, you can strategize your moves and surprise your opponents with unexpected maneuvers.
If you’re looking for a Command Card that combines power, flexibility, and strategic thinking, then you’ll love Skewer. It is a game-changer that can turn the tide of battle in your favor.
So, remember, when it comes to selecting the right Command Card, Skewer should be at the top of your list. Its unique abilities and versatility make it an indispensable tool in your arsenal.
By following these guidelines and incorporating Skewer into your gameplay, you’ll become a formidable force to be reckoned with. Start deploying Skewer today and witness its incredible impact on your gaming experience.
Skewer is a special move in the game that you can use when you hold a Metal Move Command Card. It’s pretty cool because when you use Skewer to defeat an enemy Minion, that Minion actually turns into a shield that you can use to block damage! You just have to place the Minion on this card until you’re ready to use it.
Oh, and don’t forget to keep track of your kills by counting them on the tracker. Every kill matters!
Slot
Now, let’s talk about slots. Your Command Line has six slots where you can program and play your Command Cards. Sometimes, you might even have Slot Damage Cards that you can use in these slots. It’s where all the action happens!
When playing the game, it’s really important to pay attention to the order of the cards in your slot. Each Command Card has its own specific instructions, and you need to follow them in sequence from slot 1 to 6. The Boss also has his own Command Line, with four slots, and during the Danger Phase, he’ll execute his commands in order too.
Spawning
Every time you reach the Minion Phase in a Mission, new Minions will appear on the Game Board. These Minions can only spawn in empty spaces, and where they appear can vary depending on the Mission. Sometimes they’ll spawn on Rune Spaces, but it’s not always the case.
Spike Walls
Hey there! By now, I hope you’ve mastered the art of navigating through the Magma Chamber without bumping into walls – because guess what? Now those walls can actually hurt you!
Keep an eye out for Spike Walls that have been hastily tacked onto Massive Boulders.
Whenever a Mech ends up on a Spike Wall due to any kind of movement – whether it’s from Command Cards, Damage Cards, or getting pushed around – it takes damage. Yep, you’ll have to draw a Damage Card.
But here’s the thing: after resolving the Damage Card, you still have to go through the rest of your Command Line. So, no slacking off!
Stack
Hey there! Let me explain how Command Cards and stacks work in a game. If you have more than one Command Card in a slot on a Command Line, it’s called a stack. So, a stack can have up to 3 Command Cards, as long as they are all the same color or element. The cool thing is, the more cards you have in a stack, the stronger the effect of the Command Card becomes. Each Command Card shows its effects at different Power levels: 1 stack, 2 stacks, and 3 stacks.
Now, if you play a fourth Command Card of the same element on a stack, the bottom card gets discarded. So the stack still has a Power of 3, but now the top card becomes the new active card.
But wait, there’s more! You can play a Command Card of a different element on an existing stack, but you have to get rid of the stack first. Only the new Command Card will remain.
Let’s Talk About Stomp
Now, here’s an exciting move – the Stomp! When your Mech moves into a space where a Minion is hanging out, guess what happens? The Minion gets stomped and is removed from the board. And here’s a bonus: when you stomp a Minion, it counts as a Minion kill on your Gear Tracker! Cool, right?
Team Up with Gears
When I defeat Minions, I can see my progress on the Gear Tracker. Every 5th Minion I kill, my team gets a Team Gear. Schematic Card abilities stay hidden until we earn enough Team Gears to match the number on the back of the card.
Tow
Hey there! Did you know that in the game, player Mechs have the ability to tow and push other player Mechs and the Bomb? It’s like teamwork on wheels! So, how does it work? Well, I’ll explain it to you.
When a Mech wants to tow something, it needs to be right next to the Mech or Bomb it wants to tow. You can’t tow something from far away, you know! Now, here’s the trick – towing something requires a Command Card with 2 Moves. Two Command Cards with only 1 Move each won’t do the trick. You need a powerful Command Card with a Power of 2 or more, like a Speed Command Card or a Move Command Card.
When I tow an object, I make sure to tow it into the same space that I just moved away from. This way, the object stays facing the same direction it was before.
Tristana
Hey there! Let me tell you about Tristana, the Yordle Gunner. She’s a brave fighter who fearlessly charges into battle, and she’s got a heart of gold.
The Yordles
The Yordles are an exciting and passionate group of characters. Some of them love inventing crazy gadgets, others enjoy soaring through the skies, and some simply adore making things explode!
Whether we’re talking about Rumble or the four playable Yordles, like Corki, Heimerdinger, Tristana, and Ziggs, they all have to come together and team up. They need to pilot their custom Mechs with skill and precision to take down the Minion armies!
Zhonya’s Minuteglass
When a new Round begins, we start by choosing new Command Cards. The cards are placed faceup on the table, and then I will flip Zhonya’s Minuteglass and select a Command Card.
After I make my selection, it’s your turn to pick a Command Card. We’ll go around in turns until four cards have been chosen or the sand runs out. If we don’t have four cards yet, we’ll have to randomly pick the remaining ones from the deck.
Don’t forget to switch the First Player every round and also pass Zhonya’s Minuteglass! Interestingly, Zhonya’s Minuteglass only has about 40 seconds of sand, but they decided to call it “Zhonya’s Minuteglass” instead of “Zhonya’s 40 Second Glass” because it sounds better.
Ziggs
I’m telling you, Ziggs is a wild one. He’s all about explosive excitement, no holding back. This guy doesn’t do subtle, doesn’t know the meaning of fear, and sanity? Well, let’s just say it’s not really his thing.