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Mechs vs. Minions» Forums » General

Subject: Why 100 minions? rss

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WD Yoga
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I know that almost everyone and their families in BGG love some good minis. More, better. But in the case of MvM, the minis count to 100! I am curious, why is that?

1) to make the game more attractive to potential buyers?
But then, halving them to 50 minions per box and lower the cost (say, to $50) might be more appealing. Not to mention by halving the number of minis per box might turn those 15.000 pcs in October into 20.000 and another 20.000 in December.

2) because the game needs 100 minions (in some scenarios/later stage of the game)!
If that so, will these scenarios/stages feel smooth or clogged with minis? I have asked Rodney in his youtube video's comments about the time and he said between 60-90 minutes per scenario, some shorter, some longer.

Any thoughts or information, or maybe this is spoiling later scenarios?
 
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Maxfield Stewart
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Esvath wrote:
I know that almost everyone and their families in BGG love some good minis. More, better. But in the case of MvM, the minis count to 100! I am curious, why is that?

1) to make the game more attractive to potential buyers?
But then, halving them to 50 minions per box and lower the cost (say, to $50) might be more appealing. Not to mention by halving the number of minis per box might turn those 15.000 pcs in October into 20.000 and another 20.000 in December.

2) because the game needs 100 minions (in some scenarios/later stage of the game)!
If that so, will these scenarios/stages feel smooth or clogged with minis? I have asked Rodney in his youtube video's comments about the time and he said between 60-90 minutes per scenario, some shorter, some longer.

Any thoughts or information, or maybe this is spoiling later scenarios?


Spoiler free response, having played the game. There are times where you will be completely surrounded thinking you can't win. Those times might involve a LOT of minions on the board, or just one where you can't quite get to it with the contraption you've built.

100 Minions "felt" to me (I just helped playtest fyi, not the designer) like it was enough to cover all cases where you might need them. It would feel really bad to run out in a tough game so I appreciate there's sufficient to handle those "really bad moments".

It is not hard at all to end up with 30-60 of them out after a few rounds, depending on the scenario.
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WD Yoga
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Vestas wrote:


Spoiler free response, having played the game. There are times where you will be completely surrounded thinking you can't win. Those times might involve a LOT of minions on the board, or just one where you can't quite get to it with the contraption you've built.

100 Minions "felt" to me (I just helped playtest fyi, not the designer) like it was enough to cover all cases where you might need them. It would feel really bad to run out in a tough game so I appreciate there's sufficient to handle those "really bad moments".

It is not hard at all to end up with 30-60 of them out after a few rounds, depending on the scenario.


Thanks!

So, do you find the high number of minions on board affecting the duration of the gameplay? Or does the game has mechanics to mitigate it somehow, so the game still runs smooth, not turning into a slog?
 
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Lap Ho Cheung
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Watched the video of Rahdo Runthrought. In the scenario he played, it had 18 minions on the board after setup. He killed 1 and added 6 minions on the first turn. Pretty sure the board will got crowded real fast. So I think they included enough mini to cover any situation.
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Jacob Gowans
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Have you read the Psion series?
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Some people see 100 minions and ask, "Why?" I look at 100 minions and ask, "Why not?"
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Frank Castle
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I ran out and bought an additional base games of both Super Dungeon Explore and Zombicide just for the additional mobs.


Why?


As previously mentioned...


Why not. Lol
 
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Maxfield Stewart
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Esvath wrote:


Thanks!

So, do you find the high number of minions on board affecting the duration of the gameplay? Or does the game has mechanics to mitigate it somehow, so the game still runs smooth, not turning into a slog?


Me personally, I agree with some of the reviews where they talk about that moment when your "program" just comes together and you wade through a horde of minions, clearing them from the board as your flamespitter goes off then a bit of chain reaction wipes out more. The minions are easy to pick up, fun to count, then slide up the kill track counter as your team realizes you've unlocked the next special for someone to use.

It feels good, and powerful. As the game goes on, you get more powerful adn can do more and that helps deal with having to add more and more minions to the board. In between rounds you might end up having to add 10-20 minions in the tougher parts, that I'll admit is a bit fiddly but it goes quick.

Most scenarios have "rules" for spawning in new minions and to me it carried the same feel and weight as that moment in Pandemic when you have to add more cubes to the board and you realize after you're done that you just might be screwed.

Then you draw more cards and someone on your team gets a great combo and the pendulum swings again
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Jonathan Maisonneuve
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If you check Rahdo runthrough, the scenario spawn 12 minions per turn and they kill about 3-4 per turn. Once you grab a crystal, 18 minions spawn. I am pretty sure 100 minions is not too many.
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Andy Szymas
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Because 101 minions wouldn't fit in the trays.
 
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bort
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I kind of wish they were actual minions



Or maybe they should be these guys

 
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timpkmn89
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easye1982 wrote:
I ran out and bought an additional base games of both Super Dungeon Explore and Zombicide just for the additional mobs.


Why?


As previously mentioned...


Why not. Lol
The difference here is that they're all identical
 
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Peter C
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AndySzy wrote:
Because 101 1000 minions wouldn't fit in the trays.
Fixed.
 
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Frank Castle
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No they aren't, there are four different models. Or do you mean they just all function the same? In the base scenario that appears to be the case, perhaps later on they act different. Also a mini expansion of some cards would easily make each model type act unique. And last resort, house rules, I'm never apposed to that. :-)

timpkmn89 wrote:
easye1982 wrote:
I ran out and bought an additional base games of both Super Dungeon Explore and Zombicide just for the additional mobs.


Why?


As previously mentioned...


Why not. Lol
The difference here is that they're all identical
 
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Kevin Jonas

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Wildhorn wrote:
If you check Rahdo runthrough, the scenario spawn 12 minions per turn and they kill about 3-4 per turn. Once you grab a crystal, 18 minions spawn. I am pretty sure 100 minions is not too many.

This. From other previews of the game this appears to be a Zerg rush style of game. The problem is quantity, not quality, of enemies coming at you. If you don't know what a Zerg rush is Google it and have some fun.
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Kevin Jonas

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I have seen a few replies on other threads wondering why so many minion minis. Are they needed? My previous answer was not very long because I didn't know anything about the game. But now after watching the videos and seeing the rulebook...

Do the math guys. There are 5 game boards. Looking at the pics, they are 6x6 grids. So 36x5=180 spaces. Some spaces are oil slicks so minions won't be on those and they won't share player spaces. Assuming all boards can be used in a scenario, even just 4 of them, there is definitely 100+ spaces for minions to be located. It looks like they spawn faster than you get rid of in most cases.

Watching the demos it looks like it is easy to get rid of minions in your immediate vicinity, but not so much for range. So the boards could fill up quickly. Look at the minion kill count tracker. Your team needs to kill 85 minions to get to Overdrive. So I would expect a ton of minions to come out to be able to get to that.

So yeah, 100 is probably needed to cover the scenarios.
 
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T France
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bortmonkey wrote:
I kind of wish they were actual minions

...


My son, in all earnestness, asked me if these were the minions I had mentioned came with the game...
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