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Mechs vs. Minions» Forums » Variants

Subject: Mechs vs Minions PvP (Mission 3 Spoiler) rss

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WD Yoga
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After playing mission 3 with my son today, he commented that he wanted to play as the Boss. After thinking a bit, I think it is actually possible to do this mission (and maybe future mission!) as a PvP, with one player controlling the Boss and one or more controlling the mechs.

Below are my thought on the mechanic (disclaimer: purely theoretical, untested and may terribly unbalanced):

Mechs:
- Objective: to kill the Boss before it activate GG101
- How to play: as vanilla mission 3.

Minions:
- AI scripted using vanilla mechanism.

Boss:
- Objective: to complete GG101 before the mechs kill it.
- How to play:
--- Boss starts with 10 health for two mechs, 12 for three and 20 for four.
--- During the Danger phase, the Boss player draft two boss' command cards and choose one. Discard the other.
--- If there is no more boss' command card on its pile, shuffle discard pile and draw from it.
--- For every command card with "roll rune die to activate its effect", Boss player can roll the die twice and choose which colour to activate.
--- If its shield down, Boss can step on to a rune of same colour to reactivate its shield.
--- If a mech hits the Boss, the Boss player has to discard the bottom command card of that colour from his/her board.

I think my son and I will try this after we have completed all missions. Any suggestion or feedback is welcomed!

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Maurizio Briosi
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Ehm...draft card of 1 color and win fast for boss?
 
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WD Yoga
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Sorlin wrote:
Ehm...draft card of 1 color and win fast for boss?

If boss draft Yellow-Yellow, he still needs to discard one and put only one Yellow.
Mech players can shoot the boss using Yellow damage to force the boss to discard the programmed Yellow.
 
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danny kessel
Netherlands
Breda
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I think the boss is in a huge disadvantage. Being able to remove 1 card from its line is huge!

But do let us know if you try it out
 
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WD Yoga
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This evening my son and I played this variant with several changes:

Mechs
- 2 mechs, Corki and Heimerdinger.
- played as usual (draft 5 cards, take 2 cards).

Minions
- started on runes.
- on Minion phase, roll the rune die. Minions moved to that direction, spawn Minions on runes of that colour, attack adjacent Mechs.

Boss
- Boss started with 5 health.
- whenever the boss needed to roll the rune die, the controlling player rolled the die twice and chose which colour to activate.
- whenever the boss stepped on a rune, its shield of that colour was reactivated.
- whenever the boss got damage, the controlling player chose to discard a card of that colour or take damage. If no card of that colour was available, the boss automatically suffers a damage.

Win condition
- Mechs win if they can destroy the boss.
- Boss wins if it can activate its GG-101 Doom Cannon.

It was a tight game. My son was controlling the boss and he finally activate the Doom Cannon using the blue commands. I was so close to destroy it (the Boss had 2 health left) but a damage put a Haywire Control on Heimerdinger, preventing him from attacking the Boss using Skewer and Flamespitter. If only he did not get the damage, I would have won the game!

It plays around 30 minutes because the built in timer in the form of the Boss' Doom Cannon.
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