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Mechs vs. Minions

Mechs vs. Minions Rulebook

Table of Contents

Table of Contents

  • The Master Mech-anic: A Field Guide & Textbook
    • Adjacency
    • The Bomb
    • The Boss
    • Chain Lightning (Command Card)
    • Command Line (Player)
    • Command Cards
    • Corki
    • Crystal Compass
    • Crystal Shards
    • Damage
    • Danger Phase
    • Deal
    • Doom Tracker
    • Draft
    • Escalation
    • Fuel Tank (Command Card)
    • First Player
    • Game Board
    • Gear Ring
    • Gear Tracker
    • GG-101 Doom Cannon
    • Heimerdinger
    • Lava Pool
    • Lava Wall
    • Magma Chamber
    • Massive Boulders
    • Map Tile
    • Mechs
    • Minion Kill Tracker
    • Minion Phase
    • Minions
    • Mission
    • Number Die
    • Oil Slick
    • Overdrive!
    • Player Phase
    • Program
    • Push
    • Range
    • Repair Pad
    • Round
    • Rumble
    • Rune Coins
    • Rune Die
    • Rune Gates
    • Rune Shields
    • Rune Spaces
    • The School
    • Scrap
    • Scrap to Repair
    • Scrap to Reprogram
    • Schematic Cards
    • Skewer (Command Card)
    • Slot
    • Spawn
    • Spike Walls
    • Stack
    • Stomp
    • Team Gears
    • Tow
    • Tristana
    • Yordles
    • Zhonya's Minuteglass
    • Ziggs
  • Mission 0: Tutorial
    • Tutorial Setup
    • Player Phase
    • How to Program Multiple Command Cards
    • Kaboom!
    • Incoming Damage!
    • New Tutorial Objective: Eliminate All Minions
    • Minion Phase
    • Tutorial Objective: Eliminate All Minions
    • New Ability: Repair & Reprogram
    • Congratulations!
  • Mission 1: Mistakes Were Made (Operation Short Fuse)
    • Mission Setup
    • Keeping Track of All the Awesome
    • Schematic Cards
    • New Board Spaces
    • New Ability: Towing
    • Set Up the Bomb
    • Back on Mission
    • Escalation!
    • Going Out With a Ka-boom
    • Congratulations!
  • Mission 2: School Under Siege (Operation Swift Scouts)
    • Mission Setup
    • Minion Assault!
    • New Ability: Carrying Crystals
    • Escalation!
    • F Is for Failure!
    • Congratulations!
  • Mission 3: You're Not the Boss of Me! (Operation Tiny Evil)
    • Mission Setup
    • Danger Phase
    • Boss Battle!
    • Rune Shields
    • Minion Army
    • Doom Cannon Online
    • Congratulations!
  • Mission 4: Running the Gauntlet (Operation Hammer Keeper)
    • Mission Setup
    • March of the Minions
    • Escalation!
    • No Escape!
    • Congratulations!
  • Mission 5: Don't Panic (Operation Burning Vengeance)
    • Mission Setup
    • Keep Calm and Push On
    • Escalation!
    • Liquid Hot Magma
    • Congratulations!
  • Mission 6: None Shall Pass (Operation Missing Link)
    • Mission Setup
    • New Board Spaces
    • New Mechanic: Rune Gates
    • The Boss Is Back
    • Magma Chamber Minions
    • Danger Phase
    • Mission Theoretically Possible
    • Doom Cannon Online
    • Congratulations!
  • Mission 7: Blast Chamber (Operation Dazzling Danger)
    • Mission Setup
    • Premature Detonation
    • No Disassemble!
    • Congratulations!
  • Mission 8: Special Delivery (Operation Magical Banana)
    • Mission Setup
    • Maniacal Minions
    • Just Impacted on the Surface
    • Congratulations!
  • Mission 9: The Great Escape (Operation Tempest's Heart)
    • Mission Setup
    • Minion Madness
    • It Burrrrrrrns...
    • Congratulations!
  • Mission 10: Final Form (Operation Bandle City Beatdown)
    • Mission Setup
    • Minion's Last Stand
    • Epic Boss Fight!
    • It's a Wipe!
    • Mega Congratulations!

The Master Mech-anic: A Field Guide & Textbook

This alphabetical field guide is the core rules reference for Mechs vs. Minions. Consult it any time a term or ruling needs clarification while playing through the Missions.

Adjacency

Spaces or figures are adjacent if they share an edge. For example, a Mech is adjacent to the four spaces surrounding it. Diagonal spaces are not adjacent.

The Bomb

The Bomb is an objective in some missions. It acts sort of like a Mech.

  • It can be pushed and towed.
  • It stomps minions when pushed or towed onto them, but it takes 1 damage each time it stomps a minion in this manner!
  • It blocks Ripsaw commands, but it takes no Damage from them.

Use the Doom Tracker on the Gear Tracker to remember the health of the Bomb. In all Missions, if the Bomb explodes, the Mission fails and the players lose.

The Boss

Rumble's stolen Mech "Tristy" is an objective in several Missions.

The Boss does not act during Minion Phase like a Minion. Instead it Moves and deals Damage through its own Boss Command Line and Boss Command Cards during a special phase: "Danger Phase," which occurs after Minion Phase. Further—the Boss is protected by Rune Shields that must be disabled before damage can be dealt to the Boss' health.

Boss Command Line

The Boss has a unique Command Line and special Boss Command Cards just like you! During Danger Phase, you'll execute its Command Line in order from 1 to 4, draft new Boss Command Cards and program one.

Default Danger

The Boss has default abilities in each slot that apply when there are no Boss Command Cards slotted. Be sure to execute these!

Game-ending Danger

If any slot reaches a 3-Power level, the Boss charges his GG-101 Doom Cannon. When a 3-Power slot is executed, it's Game Over! You lose!

Boss Command Cards

The Boss Deck includes the Boss's special Command Cards. After the Boss Command Line has been executed, the First Player draws two cards from the Boss Deck, plays one to the Boss Command Line and discards the other.

Rune Shields

The Boss is protected by four Rune Shields—one of each color/element, and starts with all of the shields fully operational.

Place Rune Coins on the Rune section of the Gear Tracker to keep track of which shields are up! (Remove and replace the coins as Rune Shields are disabled and reactivated).

While active, a Rune Shield prevents all damage from Command Cards of the same color/element (i.e. Red Rune Shield blocks Fire attacks). Turn his shields off by stepping on Rune spaces on the Game Board of the corresponding color.

Once he takes 1 Damage from an element of that color, turn the shield back on immediately.

Certain Schematic Cards can also deal damage to any of the Boss Mech's unshielded areas, but then turn the Rune Shield back on afterward, just like any other damage.

The Boss Mech is twice as large as the players' Mechs, taking up 2x2 spaces. This means that the boss has eight adjacent spaces.

The Boss blocks Ripsaw Command Cards and pushes Mechs just like player Mechs, but the player Mechs cannot push the Boss.

Chain Lightning (Command Card)

Chain Lightning is an electric Attack Command Card. It's a bit tricky and worth explaining!

When executed at 1-Power, first pick an enemy target directly or diagonally in front of your Mech (A) and do 1 Damage to it.

Next, pick another enemy target (B) that is diagonally-adjacent to the initial target (A) and do 1 Damage to it as well!

This is called "chaining". With more power, you can chain to more targets and zap them all!

If executed at 2-Power, continue chaining two additional times, each time picking new targets that are diagonally-adjacent to the last target. This can result in a maximum of 4 total targets that you'll zap with lightning!

If executed at 3-Power, chain four additional times. This can result in a maximum of 6 total targets hit!

Command Line (Player)

A Command Line holds its pilot's instructions in the form of Command Cards.

Each turn you'll draw Command Cards, which are bits of programming that make your Mech Move, Turn and Attack.

Command Cards are programmed (slotted) into one of the six slots on a Command Line. On your turn you'll execute your Mech's program in order from slots 1 to 6.

Executing Command Lines

Starting with the First Player, execute your entire Command Line in order from slot 1 through slot 6, skipping empty slots. You must follow directions on every card.

Move and Turn your Mech figure on the Game Board (Turns can be in either direction).

This symbol means Do Damage. After a Minion takes 1 Damage it should be removed from the board.

When the First Player is done, the next player clockwise executes their Command Line.

Command Cards

Command Cards are individual commands that allow Mechs to move, turn and attack. Command Cards are drafted (drawn) at the start of the Player Phase, and either programmed (added to one of the Mech's undamaged Command Line slots) or scrapped (for an immediate effect and discarded).

There are three kinds of Mech Command Cards: Attack, Move, and Turn.

Attack Commands

Attack Commands will deal 1 Damage to one or more targets on the board. Attack Commands never move or turn the Mech. Attack Commands do not harm other Mechs or the Bomb, but they may destroy Crystal Shards in some Missions.

Move Commands

Move Commands move the Mech to another space, while facing the same direction it started. All Moves except for Omnistomp will only move the Mech forward. Omnistomp can move the Mech forward or to either side, but not backward. If the Mech moves onto a Minion, the Minion is stomped and killed. If the Mech moves onto another Mech or the Bomb, the Mech or Bomb is pushed along in front of the moving Mech. You must move unless you are blocked by something impassable.

Turn Commands

Turn Commands turn the Mech without moving it. A 1-Power Turn (a single card) will turn the Mech to face either its right or left. A 2-Power Turn will allow the mech to turn to either side or to turn around completely. A 3-Power Turn will allow the player to choose to turn a full 360 degrees and end up facing the way it started. Some turns will also deal Damage. You MUST execute a Turn Command, you may not forego them.

Element/Color

There are 4 colors/elements of Command Cards: Fire (Red), Electric (Yellow), Metal (Blue) and Computery (Green).

Stacking Command Cards

Command Cards of the same element can be stacked on top of each other in the same slot.

The new card must be placed on top of existing slotted card(s), not beneath.

Each slot can hold a maximum stack of three cards.

If you play a card on a max-size (3) stack, the bottom card must be discarded!

Active Card — The top card is the active Command Card (follow these directions when executing).

Card Power — The Power of this top card is the total number of cards in that stack. Each Command Card has instructions for each Power level.

Overriding a Command — You may place a card of a different element onto an already-programmed slot, but all previously-placed cards in that slot must be discarded.

Corki

Corki, the Daring Bombardier is an ace Yordle pilot and an aspiring Mech-anic.

Crystal Compass

The Crystal Compass has four directions and four colors, matching the Runes throughout the game. Use it to determine random directions and movement on the Game Board, as well as random player events. Roll the Rune Die, also with matching Runes, and refer to the corresponding arrow on the Crystal Compass.

Exact directions aren't necessary when choosing a player this way — just pick the player closest. If there are fewer than four players, reroll if you get a result that doesn't have a player associated with it.

Crystal Shards

Crystal Shards are mysterious fragments of magical crystal that act as objectives in several Missions.

In some Missions, Crystal Shards are unaffected by Attack Commands. In others, they can be targeted and destroyed by Mech Attack Commands or by stomping on them (stepping into the same space). Crystal Shards can never be damaged by Minions or the Boss.

Picking Up Crystal Shards

Simply step onto a space containing a Crystal Shard to pick it up. Each Mech can only carry one at a time. When you pick up a Crystal Shard, take it off the board and put it near your Command Line to show you are carrying it.

Dropping Crystal Shards

If you take damage while carrying a Crystal Shard, you drop it before resolving the Damage Card.

Roll the Rune Die and place the Crystal Shard in the adjacent space in the direction determined by the Crystal Compass.

If the Shard drops onto another Mech that isn't already carrying a Shard, the other Mech immediately picks up the Shard.

If the rolled space is off the board or there is no valid space in which to drop the Shard, it drops to the Mech's own feet and is instantly picked back up. (Nice catch!)

Dropping a Crystal Shard onto a space containing a Minion will result in the Shard being slid underneath.

Breakable Shards

In Missions where Crystal Shards are meant to be broken, they are very fragile, and will shatter upon taking 1 Damage from Mechs. Crystal Shards will also break if a Mech stomps on them (steps into the same space).

Damage

Damage taken is represented by Damage Cards drawn from the Damage Deck. Damage can make your Mech harder to control and achieving your objective more difficult! But—don't worry. You cannot die!

Glitch Damage

Glitch Damage Cards apply their effect immediately and are then discarded.

System Damage

System Damage Cards have ongoing effects. Place these near your Command Line to keep track of them!

Slot Damage

Slot Damage Cards disable a slot in your Command Line, and replace its normal contents with an uncontrollable action.

Executing Damage Cards

Always draw and fully process Damage Cards one at a time and in player order. It's possible for one player's damage to remove the source of damage that might affect the next player!

  • For all damage types, first execute the instructions on the Damage Card.
  • If it's a Glitch, discard it and move on to the next Damage Card.
  • If it's a System Damage Card, place the card next to your Command Line to remember that damage is in effect.
  • If it's Slot Damage, roll a Number Die. Place the Damage Card on top of any Command Cards in the slot that matches the Number Die. If the slot is already damaged, replace the old damage with the new damage. Whenever you next execute your Command Line, execute the Damage Card as if it was a Command Card.

NOTE: Slot damage to your Command Line prevents programming and reprogramming those slots. (Command Cards cannot be placed on damaged slots!)

Repairing Damage

Damage can be removed from a Mech by way of scrapping (Fire or Metal) Command Cards during a draft or by stepping on a Repair Pad on the Game Board.

Danger Phase

In some Missions, a Danger Phase takes place after the Minion Phase is complete. This is when the Lava Wall or Boss will act. The specific Mission Dossier will specify if there is a Danger Phase and what happens if there is. After the Danger Phase is complete, the First Player passes to the next player and a new round begins as usual.

Deal

When cards are dealt, be it Command Cards, Damage Cards or Boss Cards, draw them from the top of the appropriate deck and play them faceup where they can be seen by all players.

Doom Tracker

The Doom Tracker is a section of the Gear Tracker and is used in different ways each Mission. Sometimes you will want to track how close the Bomb is to exploding, or the health of the Boss, etc. Sometimes you want to keep the number above zero (Bomb countdown) and sometimes the way to win is to drain it to zero (Boss Health), but regardless, monitor it closely to avoid certain doom!

Draft

Players and the Boss draft Command Cards for their respective Command Lines. To draft, deal a number of cards faceup, then choose a few to use, discarding the remainder.

Player Drafts

The First Player deals five Command Cards faceup on the table, flips Zhonya's Minuteglass, then picks one card. Continue clockwise with each player picking one card until four cards have been picked.

If Zhonya's Minuteglass runs out before four cards have been picked, shuffle the unpicked cards and deal out cards randomly.

Discard the remaining cards.

If your team has four players, this will result in each player having 1 Command Card. If your team has fewer players, players will end up with multiple Command Cards!

Double Draft

The first Player Draft of any Mission past the tutorial is a Double Draft. The First Player deals ten Command Cards, instead of five, faceup on the table. In order, players take turns picking one card until each player has two cards total. Discard the remainder.

Boss Draft

In certain Missions you'll face and manage a Boss Mech, which operates very similarly to a player Mech, including drafting two Boss Command Cards, selecting one to program into the Boss Command Line, then discarding the leftover card.

Escalation

At some point in most Missions, things get more dangerous for the players. Minions might start spawning or Lava Walls may begin flowing toward you, in response to player actions or a time limit. The Mission Dossier for the Mission you're on will tell you how and when the danger escalates.

Fuel Tank (Command Card)

Fuel Tank is a Fire Move Command Card. It can only be used in certain conditions and is worth explaining!

Like any other Move Command, you must turn your Mech when it is executed, and according to the Power level of the Fuel Tank Command Card.

However, it also has a special ability:

If—and only if—you are about to take damage (from a Minion during Minion Phase, or the Boss during Danger Phase, or even from hazards like Lava Pools or Spike Walls), you may choose to immediately detonate your Fuel Tank.

This detonation results in several things:

  • The damage that would have been caused is ignored!
  • The entire Fuel Tank stack is scrapped (removed from Command Line and discarded).
  • Fuel Tank does 1 Damage to all targets within range. The range of effect increases for each Power level.

By killing nearby foes, Fuel Tank also eliminates those foes' ability to do damage, thereby preventing damage to other players.

First Player

The First Player leads the Player Phase, from drafting Command Cards to Command Line execution.

Once a full round is completed, the next player clockwise from starting positions becomes First Player, so everyone gets a turn!

Before the first turn of any Mission, Roll the Rune Die and use the corresponding direction on the Crystal Compass to determine who gets to be First Player first that Mission. Alternatively, pick the most experienced player to be the initial "First Player" to help everyone else get up to speed.

Pro Tip: Use Zhonya's Minuteglass to keep track of who's First Player! (It even has a 1 engraved on top!)

Game Board

The Game Board refers to all the Map Tiles that are in play during a Mission. All Missions after the tutorial utilize two or more Map Tiles. Take note of the exact Map Tiles and their orientation when setting up a Mission for the best experience. The rules for each Mission (Escalation, Minion Phase rules, etc.) are balanced with these Game Board setups in mind.

Gear Ring

Gear Rings are placed on numbered spots on the Team Gear and Doom Track sections of the Gear Tracker. You'll move these around every Mission as Team Gears are earned and Doom counts down in order to keep track of the exact values for each.

Gear Tracker

The Gear Tracker helps keep track of all the numbers in each Mission, such as Boss health, Team Gears you earn cooperatively, Minions you've killed, etc. The Gear Tracker has four main tracks:

Minion Kills

Place Minion figures that Mechs kill on this track from left to right. When it reaches 5, your team earns a Team Gear. Clear the Minions off and increment the Team Gear track.

Team Gears

Team Gears start at zero every Mission. Team Gears directly relate to Schematic Cards and Overdrive special abilities. Kill Minions to earn Team Gears to unlock abilities!

When you've earned your first Team Gear, place a Gear Ring onto the first spot in the Team Gear track. When your team has earned the requisite number of Team Gears, each player's Schematic Cards become active (usable) and should be flipped faceup. The required Team Gear count is different per Schematic and that value is listed on the back of each Schematic.

If your team reaches 15 Team Gears, maximizing the track, each player gains a special Overdrive ability. Refer to the bottom of each player's Command Line for more information on Overdrive.

Doom Track

This is a multipurpose track that is used differently per Mission. It might track how close the Bomb is to exploding or the health of the Boss, but is always important to monitor lest your team meet its doom!

Runes

In later Missions, players will need to step on Rune Spaces on the Game Board to disable the Boss's Rune Shields and/or open Rune Gates. Using Rune Coins on this track will help everyone remember whether a Rune is activated or not.

GG-101 Doom Cannon

If any slot in the Boss Command Line reaches 3-Power and is executed during Danger Phase... well, GG! You lose! (Hey, it's in the name.)

Heimerdinger

Heimerdinger, the Revered Inventor, is an awkward but brilliant scientific mind who is super handy with a Hextech wrench.

Lava Pool

When Magma Chamber Map Tiles are in play, many of the spaces become dangerous Lava Pools.

Whenever a Mech steps onto a Lava Pool space, it immediately stops moving, even if the Move Command could go farther (such as a Speed card or a Move Command of Power level 2 or greater).

A Mech instantly takes 1 Damage for stepping into a Lava Pool.

After executing the Damage Card you must continue to execute your Command Line as normal, but stepping onto another Lava Pool space will again cause you to immediately stop moving and take more damage.

Lava Wall

Some Missions involve a wall of molten lava that threatens the players. The Lava Wall will move during the Danger Phase.

The Lava Wall pushes all Mechs and the Bomb forward and does 1 Damage to them for each space they are pushed. This can result in tons of damage as the Lava Wall accelerates! When processing Lava Wall damage, first execute all player-drawn Damage Cards in player order and then move on to damaging other targets, such as the Bomb.

The Lava Wall instantly kills Minions if it passes over them. Count these on the Gear Tracker as Minion kills!

Magma Chamber

As the Missions get more complex and challenging, so does the Game Board. On the backs of the grassy forest Map Tiles lie the Magma Chamber, introducing new obstacles such as Massive Boulders and Rune Gates, or new dangers like Lava Pools and Spike Walls.

Massive Boulders

Massive Boulders are unpassable terrain found on Magma Chamber Map Tiles. They block Mech, Minion, and Boss movement and block Ripsaw Attack Commands, just like the edges of the Game Board.

Map Tile

Map Tile refers to a single 6x6 tile that is used to make up the Game Board. Each Mission Dossier will show how to lay out the Map Tiles to make the Game Board. Some Commands will affect all targets on a Map Tile or some scenarios may escalate when players enter or exit a specific Map Tile.

Mechs

Players take on the role of a Yordle mechanic that has built their own Mech (mechanical battle suit). You'll program your Mech with Command Cards on the Command Line and move your Mech figure on the Game Board. Later in the game you'll face a Boss Mech, piloted by a smarter-than-average Minion!

Minion Kill Tracker

The Minion Kill Tracker is part of the Gear Tracker. Whenever your team kills a Minion, count it on the Minion Kill Tracker by placing the Minions on each space from left to right. Five Minion kills earns your team a Team Gear, and the Minion Kill Tracker resets to zero.

Minion Phase

A Round is made up of two or three phases: Player Phase, Minion Phase, and—in some—Danger Phase.

The Minion Phase is broken into three main actions.

  • Minion Movement — Minions move on the Game Board.
  • Minions Spawn — more Minions are added to the Game Board.
  • Minions Attack — Minions do damage to players.

Minions

Minions behave differently in each Mission. However, some things are standard:

  • Minions can never move into an occupied space (except for those with Crystal Shards) or move off the board.
  • Minions cannot push Mechs.
  • Minions do damage by way of Damage Cards drawn from the Damage Deck.
  • Minions always do 1 Damage when successfully attacking Mechs or the Bomb.
  • Minions are considered adjacent if their space shares a side with the target space.
  • Minions are not adjacent if they are in a space that is diagonal to the target space.
  • Minions are very fragile, and will die upon taking 1 Damage. (Look for the damage symbol on Command Cards.)
  • Minions will also die if a Mech stomps on them (moves into the same space).

Mission

These fearless Yordles will brave 10 Missions together, each featuring unique rules and challenges. As they venture forth, they'll learn the truth behind the Minion invasion, unlock new powerful abilities, and face increasingly complex dangers! Each Mission has special setup instructions and often new game pieces that can be found in the corresponding Mission Dossier envelope.

Number Die

The Number Die is a standard six-sided die that is used to randomly select slots on the players' Command Lines, most commonly for placing Damage Cards.

Oil Slick

When a Mech, Minion, or Bomb moves onto an Oil Slick, it keeps moving in the same direction until it collides with a wall, obstacle (including other Mechs or Bombs), or the edge of the board. A Mech or Bomb will stomp Minions along the way, but Minions are blocked by other Minions.

Overdrive!

When Team Gears reach maximum power at 15 Team Gears, your entire team unlocks their Overdrive abilities! Each Mech's Overdrive ability is described at the bottom of their Command Line.

Player Phase

A Round is made up of two or three phases: Player Phase, Minion Phase, and—in some Missions—Danger Phase.

The Player Phase is broken into three main actions.

  • Starting with the First Player, draft Command Cards.
  • Program Command Cards into Command Line slots.
  • Execute Command Lines, moving Mechs on the board.

Program

Once all players have drafted their Command Card(s), they may then choose to either program or scrap them. To program, place the Command Card onto any undamaged slot in the Command Line. To scrap, discard.

All players program at the same time and must slot or discard all Command Cards — they cannot be saved for later.

Once programmed into a Command Line, Command Cards are fixed in place and order. They can only be reprogrammed (reordered) by scrapping Electric or Computery cards during the draft phase.

Push

Player Mechs can Push and Tow other player Mechs and the Bomb. Player Mechs simply stomp Minions instead of pushing them, and cannot push the Boss Mech.

A Mech must be adjacent to another Mech or the Bomb to push it. Executing a Move Command that would put the Mech into a space containing another Mech or the Bomb pushes that object forward in the same direction, which could push another Mech or the Bomb. If any piece cannot be moved forward, either due to impassable terrain or hitting the edge of the Game Board, then the movement doesn't happen.

An object pushed onto an Oil Slick slides as normal. The Mech cannot push an object into a Massive Boulder, through an active Rune Gate, or off the edge of the Game Board. Mechs and the Bomb are not damaged if they are pushed, but if the Bomb is pushed onto a Minion, it takes 1 Damage. If a Mech or the Bomb is pushed into a Spike Wall or onto a Lava Pool, it will also take 1 Damage.

(In the examples in the printed rulebook, the Red Mechs are shown facing and pushing rightward.)

Range

When a numeric range is specified, count the number of spaces it would take to move to the target to determine the range between two game pieces, including diagonal spaces.

Repair Pad

When a Mech moves onto a Repair Pad, whether by choice or by being pushed, towed, etc., that player may immediately repair 1 Damage from their Mech. This can happen multiple times in a single turn, by stepping off and back onto the Repair Pad.

Round

A Round is comprised of two or three phases, depending on the Mission.

Player Phase

First Player hosts a draft, then players program and execute their Command Lines, moving their Mechs on the Game Board.

Minion Phase

Minions move, new Minions spawn, and Minions attack!

Danger Phase

When Mission-specific dangers such as the Boss or the Lava Wall take their actions.

Once all three phases are complete, the Round is over and a new Round begins with the First Player mantle being rotated to the next player.

Rumble

Rumble, the Mechanized Menace, is the undisputed king of weaponizing the trash he finds in his junkyard, and is both the headmaster of his own school and the leader of this ragtag outfit.

Rune Coins

The Rune Coins each have an Active and Inactive face. The Active face shows one of the four Runes that appear on the Rune Spaces. Flip the Rune Coins to keep track of the current state of each set of Rune Gates and Rune Shields.

Rune Die

The Rune Die has twelve faces with four different colors that correspond to the colors on the Rune Spaces and Crystal Compass. It is used to determine many of the random elements in the game, such as picking the initial First Player, choosing random Damage directions, Minion spawning, etc.

Rune Gates

In the Magma Chamber, many passages are blocked by magical Rune Gates.

Mechs can freely pass through these gates with like-colored Move Command Cards (Yellow = Speed, Green = Omnistomp, Red = Blaze and Blue = Skewer). However, if the Move Command Card does not match, the Mech cannot pass through until the Rune Gate is temporarily deactivated.

Rune Gates and the Boss Mech's Rune Shields are both deactivated by stepping on like-colored Rune Spaces, and can be simultaneously tracked with Rune Coins on the Runes portion of the Gear Tracker.

Rune Gates reactivate as soon as a Mech passes through one or the Boss takes damage from an attack of that color.

Minions and the Boss can ignore Rune Gates, whether they're active or not.

Rune Shields

The Boss is protected by four Rune Shields, one of each color/element, and starts with all shields fully operational.

Place Rune Coins on the Rune section of the Gear Tracker to keep track of which shields are up! Remove and replace the coins as Rune Shields are disabled and reactivated.

While active, a Rune Shield prevents all damage from Attack Commands of the same color/element (i.e.: Red Rune Shield blocks Fire attacks). Turn shields off by stepping on Rune spaces of the corresponding color.

Once the Boss takes 1 Damage from an element of that color, turn the shield back on immediately.

Certain Schematic Cards can also deal damage to any of the Boss Mech's unshielded areas, but the Rune Shield is turned back on afterward, just like any other damage.

Rune Spaces

There are four colors of Rune Spaces; Red, Green, Yellow and Blue. Each have a unique Rune shape. These spaces will typically be used for spawning Minions during the Minion Phase. Stepping on a Rune Space has no immediate effect, but will block Minion spawning.

The School

The School itself is placed on the board in some Missions as a Mission objective. Spaces within the School are considered empty — Mechs, Minions, and the Bomb can move freely within.

Scrap

During Draft, Command Cards that you pick can be immediately scrapped (discarded) instead of being programmed into your Command Line. Depending on the color/element of the Command Card, scrapping the card allows you to either repair (Fire or Metal) or reprogram (Electric or Computery) your Command Line.

You may only scrap cards from a draft. Commands that are already slotted cannot be scrapped.

Scrap to Repair

During draft, you will pick one or more Command Cards. You have the option to slot these cards into your Command Line or scrap (discard) them for an immediate effect.

Scrapping Fire or Metal cards allows you to repair damage. Discard the scrapped card and remove any 1 Damage Card from your Mech. If it was slot damage, any revealed Command Card(s) below are re-enabled!

Scrap to Reprogram

During draft, you will select one or more Command Cards. You have the option to slot these cards into your Command Line, or scrap (discard) them for immediate effect.

Scrapping Electric or Computery cards allows you to reprogram your Command Line. Swap the contents of any two undamaged slots and discard the scrapped Command Card.

Schematic Cards

Schematic Cards are powerful Yordle-specific abilities that require Team Gears to activate. At the start of each Mission, each player chooses up to two Schematics to bring to the Mission. The player can choose any Schematic unlocked so far, but only Schematics associated with the Yordle they are playing as.

Activation

Once Team Gears reach the required number on the back of the Schematic Card it is activated. Flip the Schematic Card faceup to denote it is active. You may now execute your ability according to the instructions. Activating them and executing them does not reduce Team Gears. Level up for all!

Hack Schematics

Hacks are powerful but single-use only. Immediately discard them when used.

Boost Schematics

Boosts have ongoing effects that often help the other team. Keep these next to your Command Line and remember to utilize them!

Slot Schematics

Slot Schematics fit right into your Command Line and are executed every turn.

Skewer (Command Card)

Skewer is a Metal Move Command Card. When a Minion is killed using Skewer, it becomes a one-use shield to prevent damage. Place the Minion on this card until you use it and don't forget to count this kill on the tracker as well!

Slot

Each player's Command Line has six slots where Command Cards—and sometimes Slot Damage Cards—are programmed (played).

Slot-order is important because, during your turn, you'll follow the directions on each Command Card in order from slot 1 to 6. Similarly, the Boss Command Line has four slots and, during the Danger Phase (the Boss's turn), he'll execute each of the four slots in order as well.

Spawn

In each Mission during the Minion Phase, new Minions will spawn, i.e. you will add more Minion figures to the Game Board. Minions can only spawn in empty spaces. Quite often they will spawn on Rune Spaces, but it is different per Mission.

Spike Walls

Hopefully, by the time you've reached the Magma Chamber, you've learned how to avoid walking into walls — because now they can hurt! Watch out for Spike Walls hastily attached to Massive Boulders. Whenever a Mech moves into a Spike Wall as a result of any kind of movement (Command Cards, Damage Cards or being pushed), it is damaged (draw a Damage Card).

After executing the Damage Card, you must continue to go through your Command Line.

Stack

If there is more than one Command Card in a slot on a Command Line, it is a stack.

A stack may have up to 3 Command Cards in it, provided they are all the same color/element. Larger stacks amplify the effect of a Command Card. Every Command Card lists its effects at each Power level (1, 2-stack, 3-stack).

If a fourth Command Card of the same element is played on a stack, the bottom Command Card is discarded. The stack and Power are still 3, but the top card is the new active card.

A Command Card of a different element can be played on an existing stack, but the stack must be discarded so that only the new Command Card remains.

Stomp

When a Mech moves into a space containing a Minion, the Minion is stomped and removed from the board. Count this as a Minion kill on the Gear Tracker!

Team Gears

As Minions are slain, they add to the Minion Kill Tracker on the Gear Tracker. Every 5th Minion kill earns the entire team a Team Gear. Schematic Card abilities are inactive and kept facedown until the Team Gear total reaches the number on the back of the card.

Tow

Player Mechs can Tow and Push other player Mechs and the Bomb. Just like when a Mech pushes, it must be adjacent to the Mech or Bomb to tow it. However, it takes a Command Card with 2 Moves to tow a Mech or Bomb 1 space. Two consecutive 1-Move Command Cards will not work! You need at least a Speed Command Card or a Move Command Card with a Power of 2 or greater.

The towed object is towed into the space the towing Mech just left, and the towed object retains its original facing.

Tristana

Tristana, the Yordle Gunner, is a fearless frontline fighter with a heart of gold.

Yordles

Yordles are a whimsical and passionate bunch. Some love inventing new contraptions, some love flying through the air, and some just love seeing things go boom. Whether it's Rumble or any of the four playable Yordles (Corki, Heimerdinger, Tristana, and Ziggs), they'll all have to work together as a team, expertly piloting their custom Mechs to defeat the Minion hordes!

Zhonya's Minuteglass

Every new Round starts by drafting new Command Cards. Once the cards are dealt faceup on the table, the First Player will flip Zhonya's Minuteglass and select a Command Card.

All other players then take turns picking Command Cards until four total cards are picked or the sand runs out. If the sand runs out before four cards have been picked, the remaining picks must be chosen from the deck randomly.

Remember to rotate the First Player every round and pass Zhonya's Minuteglass as well! Curiously, Zhonya's Minuteglass only contains about 40 seconds of sand, but "Zhonya's 40 Second Glass" just didn't have the same ring to it.

Ziggs

Ziggs, the Hexplosives Expert, loves bombs without subtlety, fear or sanity.

Mission 0: Tutorial

Welcome to Mechs vs Minions

MECHS vs MINIONS™ is a cooperative game where players program and pilot mechanical suits (Mechs) into battle!

You'll play as one of four Yordles, each with unique Mechs, personalities, and unlockable abilities. Rumble, the headmaster of this school, will help (in his own wacky way) to guide you along!

Rumble, the Mechanized Menace, Dean & Headmaster, Questionable Decision-maker: "All right, my students. Great job unboxing your basic bots. But! As you know, any yahoo can weld some metal arms on to an engine and call it a Mech. The real artistry is in programming them to obey your commands! I'll set up these Crystal Shards as targets so we can put these Mechs to a proper test!"

  • "Roger Rumble, I'm all spooled up!"
  • "A most perspicacious course of action!"
  • "Locked, loaded, and ready to rocket!"
  • "My Mech looks like a bomb and is one!"

Core Mech-anics

Each Yordle also has a special Command Line that matches their Mech. Think of this as your Mech's cockpit! (Slots: 6 Total)

Each turn you'll draw Command Cards, which are bits of programming that make your Mech Move, Turn and Attack.

You'll then place (or program) these Command Cards into one of the 6 slots on your Command Line. Finally, you'll execute your Mech's program in order from slots 1 to 6 and move your Mech around the Game Board!

Yordle in the Machine

At first your turns and Mechs will be very simple—bonking into walls and spinning in circles, shooting flame at no one!

But don't worry! After several turns of drawing and programming Command Cards, you'll build a complex Command Line and your Mech will dish out tons of damage!

An Ever-evolving Adventure

  • Your team's epic mechanized adventure will be broken into 10 Missions.
  • Each Mission will have unique setups and rules, and present increasingly-difficult challenges!
  • Completing a Mission unlocks new abilities and powerful Schematics to level up your Mechs!
  • In these ways, no two games of MECHS vs MINIONS™ will ever be the same!

"Alright! Let's get started with a quick and simple tutorial!"

Tutorial Setup

TUTORIAL OBJECTIVE: Destroy all four Crystal Shards!

Let's set up boards, cards and pieces for this Tutorial and learn how to accomplish your objective! If a rule or game piece is not explicitly called out, put it aside and ignore it!

  • All players identify their favorite Yordle and locate their special Command Line and Mech.
  • Place the character-specific Command Lines in front of each corresponding Player.
  • Locate the specific Map Tile pictured and place it in the middle.
  • Locate the Crystal Compass and orient it to the Map Tile and table as shown (important!)
  • Locate the Command Card Deck. Shuffle and place anywhere on the table.

"Alright, looks like everyone is in their Mechs, I'll set up some targets to blast to bits!"

  • Place each character-specific Mech on any Mech starting space, facing any direction.
  • Locate the School piece and place it on top of the Map Tile as shown.
  • Place four Crystal Shards within the School as in the diagram.
  • Locate the Rune Die and Numbered Die so we can get rolling!

Player Phase

Alright, we're ready to play! Every Round starts with the Player Phase.

The Player Phase is broken into three main actions. When complete, start back at the top at #1!

  1. DRAFT COMMAND CARDS
  2. PLAY COMMAND CARDS (to Command Lines)
  3. EXECUTE COMMAND LINES (move Mechs)

Repeat!

First Player Goes First

Every Round the First Player changes. For this first Round only, let's roll the Rune Die to figure out who the First Player is.

The Rune Die has colored Runes that match the colors on the Crystal Compass. Assign a unique color to each player that most closely matches how you are seated.

Roll the Rune Die. The player who is most closely seated to the rolled color is the First Player! Put Zhonya's Minuteglass in front of that player to denote they are first.

NOTE: Every future Round, rotate First Player to the next player clockwise!

1. Draft Command Cards

  • The First Player deals 5 Command Cards faceup on the table and then picks one card.
  • Continue clockwise with each player picking one card until four cards have been picked.
  • Discard the remaining cards!
  • If your team has four players, this will result in each player having one Command Card.
  • If your team has fewer players, players may end up with multiple Command Cards!

2. Playing Command Cards to Command Lines

  • All players now choose where on their Command Lines to 'slot' their Command Card(s).
  • All players slot at the same time.
  • Slot all cards! Cards cannot be saved for later.
  • Once 'slotted', cards are fixed in place! They stay on the Command Line and in their slot.

Example: Tristana programming a Blaze Card into slot #2.

A master Mech-Programmer doesn't slot in the first slot they see! Leave space for future Commands!

3. Execute Command Lines

  • Starting with the First Player, execute your entire Command Line in order from slot 1 through slot 6.
  • Skip empty slots, but you must follow directions on every card.
  • Move and Turn your Mech figure on the game board (Turns can be in either direction).
  • The damage symbol is read as "Do Damage."
  • When the First Player is done, the next player clockwise executes their Command Line.

In this example:

  • Skip empty slot 1
  • Blaze moves Mech forward 1 space
  • Blaze shoots flame at nobody
  • Skip empty slots 3-6

"Yep, it's that simple!"

Wait, But What If...?!

  • Mechs cannot move off or be pushed off the board.
  • Mechs push other Mechs if they are in the way, provided there is space behind the pushed Mech.
  • Mechs ignore other Mechs' attacks!

Crystal Shard Interaction

Crystal Shards are very fragile and will shatter upon taking 1 damage. (Look for the damage symbol on Command Cards)

Crystal Shards will also break if a Mech stomps on them (moves into the same space).

Once all players have executed their Command Lines, the Player Phase is over. Well Done!

Rinse, Rumble, Repeat!

Time for a new Round and Player Phase, starting at Step 1: Draft Command Cards! (Remember: the next player clockwise is the new 'First Player'!)

How to Program Multiple Command Cards

There are 4 elements of Command Cards, each represented by a unique color: Fire, Electric, Metal and Computery.

Stacking Command Cards

Command Cards of the same element can be stacked on top of each other in the same slot! The new card must be placed on top of the existing slotted card(s) (not beneath!). This top card is the active Command Card.

The Power of this top card is the total number of cards in that stack. (Each Command Card has instructions for each Power level.)

Each slot can have a maximum stack of three cards. If you play a card on a max-size (3) stack, the bottom card must be discarded!

Override a Command

You may place a card of a different element onto an already-programmed slot, but all previously-placed cards in that slot must be discarded.

TUTORIAL OBJECTIVE: Destroy all four Crystal Shards!

Don't forget, your team has an objective to complete! Keep playing new Rounds until you've accomplished your objective.

Do not turn the page until all Crystal Shards are destroyed!

Kaboom!

OH CRAP! Who knew that highly-volatile energy crystals would explode? That escalated quickly.

Don't worry about the rest of the Player Phase. Let's deal with this explosion.

Escalation!

Missions may include one or more moments when the conditions and rules change. Typically, a Mission will escalate in difficulty and complexity. Escalations are triggered by specific player actions or at a certain time in the Mission. Read escalation rules carefully before you start and adjust your strategy accordingly!

For this Tutorial, we'll add two new concepts: Taking Damage and Minions!

Incoming Damage!

The Damage Deck

Damage taken is represented by Damage Cards drawn from the Damage Deck. Damage can make your Mech harder to control and your objective more difficult! But—don't worry. You cannot die!

Locate and shuffle the Damage Deck. Place anywhere on the table.

Exploding Crystal Shards!

  • Starting with the current First Player, draw 1 Damage Card and follow instructions.
  • Do not move on to the next player until you've resolved that card.
  • In order, every player must draw and execute 1 Damage Card.

Types of Damage Cards

Glitch Damage Cards apply their effect immediately and are then discarded.

System Damage Cards have on-going effects. Place these near your Command Line to keep track of them!

Slot Damage Cards disable a slot in your Command Line.

  • First, execute the instructions on the Damage Card.
  • Next roll a Number Die.
  • Place the Damage Card on top of any Command Cards in the slot that matches the Number Die.
  • If the slot is already damaged, replace the old damage with the new damage.
  • Whenever you next execute your Command Line, execute the Damage Card as if it was a Command Card.

NOTE: Slot Damage to your Command Line prevents programming in those slots. (Command Cards cannot be placed on Damaged slots!)

New Tutorial Objective: Eliminate All Minions

Let's move right into a Minion Phase.

First, place example Minions so we can learn Minion Phase.

  • Locate the Minion figures.
  • Place a Minion on each designated space in the diagram.
  • Minions can only spawn on empty spaces. If a Mech, Minion, or other obstacle is in the way, skip spawning that Minion.

NOTE: There's no gameplay difference between each Minion figure.

Minion Phase

Minions have their own phase that follows after Player Phase!

A Full Round

Player Phase:

  1. DRAFT COMMAND CARDS
  2. PLAY COMMAND CARDS (to command lines)
  3. EXECUTE COMMAND LINES (move Mechs)

Minion Phase: 4. MINION MOVEMENT 5. SPAWN NEW MINIONS 6. MINIONS ATTACK (do damage to Mechs)

Repeat from Step 1

"Alright, let's execute a Minion Phase to see how they (mis)behave!"

4. Minion Movement

Minions behave differently in each Mission. However, Minions can never move into an occupied space or move off the board. Minions cannot push Mechs.

For this Tutorial:

  • Roll the Rune Die.
  • Move all Minions 1 space in the corresponding direction on the Color Compass.

In this example (Rune Die ended up red):

  • Many Minions move upwards
  • Some Minions are blocked by Mechs
  • Some Minions are at end of the board.

"Yep, it's that simple!"

5. Spawn New Minions

Minions spawn in different ways in each Mission and often on Rune Spaces.

For this Tutorial:

  • DO NOT spawn new Minions. (Skip this step)
  • We'll use the example Minions only.

6. Minions Attack

Minions do damage by way of Damage Cards drawn from the Damage Deck.

Minions do 1 damage to adjacent Mechs. Minions are considered adjacent if their space shares a side with the target space. Minions are not adjacent if they are in a space that is diagonal to the target space.

Damage Incoming!

  • So, a Mech takes one damage per adjacent Minion.
  • Starting with the First Player, draw a Damage Card for each damage taken.
  • Follow the instructions on each card before moving on to the next Damage Card.
  • Only move on to the next player after all Damage Cards have been processed. (A player's Damage Card can affect whether the next player takes damage or not!)

That's it! Minion Phase is complete. Well Done!

Tutorial Objective: Eliminate All Minions

Let's finish this Tutorial with a bang!

Damage and Stomp Those Minions!

Minions are very fragile, and will die upon taking 1 damage. (Look for the Damage symbol on Command Cards).

Minions will also die if a Mech stomps on them (moves into the same space).

Keep playing Full Rounds (1-6) until you've accomplished your objective.

New Ability: Repair & Reprogram

Here's a new Command Card ability to deal with all that damage!

During Draft, Command Cards that you pick can be immediately scrapped instead of programmed. You may only scrap cards from a Draft. Command Cards that are already slotted cannot be scrapped.

Scrapping Fire or Metal cards allows you to Repair Damage:

  • Discard the scrapped card and any 1 Damage Card.
  • Any revealed Command Card(s) below are re-enabled!

Scrapping Electric or Computery cards allows you to Reprogram your Command Line.

  • Discard the scrapped card.
  • Swap the content of any two undamaged slots.

Congratulations!

Once all Minions are slain, the Tutorial is Complete!

Excellent job, team! You now have a strong foundation of understanding with which to undertake future Missions.

However, there's so much more in store! You'll face real challenges, crazy objectives and unlock new features and abilities each new Mission!

In fact, you might have been asking: 'What's this nifty Gear Tracker? What's Overdrive?'

So let's start our first Mission! Find and open the "Operation Short Fuse" envelope!

"Hrm... I think I may have found the problem..."

Mission 1: Mistakes Were Made (Operation Short Fuse)

"That was unexpected!"

Who would have thought using discarded pieces of mysterious machinery as the power source for your Mech school would have unforeseen consequences?

"Well, it's water under the bridge. The first thing we've got to do is get this thing fixed."

  • "It looks like a bomb!"

"What? No! Okay, there might be some passing resemblance. But never mind that! We've got to get it out of here. And by we, I mean YOU have to get it out of here. This is an excellent real-world test of your new Mech programming skills!"

  • "So you're saying you meant for this to happen?"

"Of course! …Well, not in any legally liable way. So… get your suits powered up and get that "bomb-like device" out of here!"

  • "I'd posit that is undeniably and precisely a bomb."

"JUST GET IT OUT OF HERE!"

Mission Setup

MISSION OBJECTIVE: Push or Tow the Bomb to a Repair Pad before the Bomb explodes!

Let's setup boards, cards, and pieces for this Mission!

  • All players identify their favorite Yordle and locate their special Command Line and Mech.

  • Place (empty) Command Lines in front of each corresponding player.

  • Locate the NEW Yordle-specific Schematic Cards!

  • Place your Schematic Card facedown to the left of your Command Line.

  • Locate the specific Map Tiles pictured and place them in the middle.

  • Orient the Crystal Compass to the Map Tiles and table as shown.

  • Shuffle and place the Command Card Deck and Damage Deck anywhere on the table.

  • Locate and place the School as shown.

  • Place each character-specific Mech on any starting space, facing any direction.

  • Locate and place the Bomb within the School.

  • Spawn Minions on all Rune Spaces.

  • Take special note of the Repair Pad location!

Keeping Track of All the Awesome

Kill enough Minions, and your team will unlock special abilities such as Schematics and Overdrive! Use the handy Gear Tracker to count Minion kills and your team's progress. (Locate the Gear Tracker and the metal Gear Rings)

Minion Kills

Whenever your team kills a Minion, count it on the Minion Kill Tracker. (Place Minions on each space, left to right!)

Team Gears & Overdrive!

Every 5th Minion kill, trade those Minions in for a Team Gear. (Use a metal Gear Ring to track your team's progress)

Team Gears start at zero every Mission.

When Team Gears reach maximum power (15 Team Gears), each member of the team unlocks their Overdrive ability! (Look at the bottom of your Command Line for more info.)

Doom Tracker

The Doom Tracker is used in different ways each Mission. In this Mission, it'll track the Bomb's structural integrity. (Place a metal Gear Ring on the 5th spot)

Runes

Oooh—Runes are shiny! But you can ignore them this Mission.

Schematic Cards

Schematic Cards are powerful Yordle-specific abilities that require Team Gears to activate. Activated Schematics are unlocked for use according to their instructions. Activating them and executing them does not reduce Team Gears.

Activation

Once Team Gears reach the required number on the back of the Schematic Card, it is activated!

Flip the Schematic Card faceup to denote it is active.

You may now execute your ability according to the instructions!

Schematic Card Types

There are two types of Schematic Cards: Hacks and Boosts.

Hacks are single use. Immediately discard them after use.

Boosts have ongoing effects and stay next to your Command Line. Remember to utilize them!

New Board Spaces

Watch where you stomp; there are new spaces on the board this Mission!

Rune Spaces

There are four colors of Rune Space: Red, Green, Yellow and Blue. Each has a unique Rune shape. These spaces will typically be used for spawning Minions during the Minion Phase. Stepping on a Rune Space has no immediate effect, but will block Minion spawning!

Repair Pads

When a Mech steps on a Repair Pad, that player may repair 1 Damage on their Mech's Command Line. This can happen multiple times in a single turn (i.e.: if you step on, then off, then back on it!)

Oil Slicks

When a Mech, Minion, or Bomb moves onto an Oil Slick, it keeps moving in the same direction until it collides with a wall or obstacle (including other Mechs or Bombs), steps off the Oil Slick, or reaches the edge of the Game Board.

A Mech or Bomb will stomp Minions along the way, but Minions are blocked by other Minions.

New Ability: Towing

You've pushed Mechs. Now you've got a tow hitch installed!

Just like pushing, a Mech needs to be adjacent to another Mech to tow it. However, It takes a card with 2 moves to tow a Mech 1 space. Two consecutive 1-Move Command Cards will not work! (You need at least a Speed or a powered-up Move Command.)

The towed Mech is towed into the space directly behind the towing Mech, and maintains its facing.

  • Like being pushed, you cannot opt out of being towed!
  • If you have moves left after towing, you must use them!
  • When Mechs tow or are towed onto Oil Slicks, they slide as normal!

Set Up the Bomb

The Bomb acts sort of like a Mech:

  • Can be pushed and towed.
  • Stomps Minions when pushed onto them. (However, the Bomb takes 1 Damage each time it stomps a Minion!)
  • Like Mechs, the Bomb does not take damage from Command Cards.
  • Similarly, the Bomb blocks Ripsaw Commands, just like Mechs.

For this Mission, start the Bomb at 5 health. (Place a Gear Ring on the 5th space on the Doom Tracker to track Bomb health.)

EZ-MODE: Playing with younger players or players new to board games? Try EZ-MODE! For This Mission, start the Bomb at 7 health instead!

Back on Mission

MISSION OBJECTIVE: Move the Bomb onto the Repair Pad before the device explodes!

Let's get this Mission started! Execute Rounds until your team objective is accomplished!

For this Mission, there are a few specific rules:

1. Draft Command Cards — Double Draft

For this Mission and all future Missions, the first draft is a Double Draft (first Round only!).

The First Player deals 10 Command Cards faceup to the table (instead of just 5). In order, players take turns picking 1 card until each player has 2 cards in total. Discard the remainder.

2. Play Command Cards

3. Execute Command Lines

4. Minion Movement

For this Mission only, Minions move 1 space toward the Bomb during Minion Phase. Given two equally close spaces, Minions prefer moving in the Blue or Green directions. (See: Crystal Compass) If there are no spaces that would move the Minion closer to the Bomb, it stays put.

5. Spawn New Minions

For this Mission only, spawn Minions on all empty Rune Spaces during Minion Phase.

6. Minions Attack

Minions can and will attack both Mechs and the Bomb. Minions must be adjacent to the Bomb and damage decreases the Bomb's health by 1. (Use the Doom Tracker!) Process Minion Damage in player order starting with the First Player, and only then proceed to damaging the Bomb.

Repeat from Step 1.

Escalation!

As soon as the Bomb leaves the School, a new rule applies:

"Wait… Something started ticking. What would be ticking? Time bombs tick. HOLY TIME BOMB!"

For the remainder of the Mission, and all future Missions, drafting is timed!

  • Locate Zhonya's Minuteglass (the sand timer) and reset it.
  • Flip Zhonya's Minuteglass as soon as all drafted cards are dealt faceup during the Player Phase.
  • Hurry up, but follow the normal sequence to pick Command Cards.
  • If time elapses, randomly deal a Command Card from the remaining cards to each remaining player, and then discard the rest.
  • The time limit only applies to picking cards. You may program and scrap picked cards at your leisure!
  • Pro Tip: Remember to place Zhonya's Minuteglass in front of the First Player to keep track of who went first!

Going Out With a Ka-boom

Unlike the Tutorial, real Missions have Loss Conditions.

If a Loss Condition is met, it's Game Over and your team must restart from scratch. (Reset the Mission according to the Mission Setup)

In this Mission, if the Bomb reaches zero health, KA-BOOM! You lose.

So keep those Minions away at all costs!

Congratulations!

Once the Bomb is secured, your Mission is complete!

Excellent job, team! You may now move on to "Operation Swift Scouts" (find and open its special envelope).

Minions will endlessly attack the School from all directions! Your team will have to find a way to inhibit them from spawning!

  • "Where are these Minions coming from? Can they be stopped?"

Mission 2: School Under Siege (Operation Swift Scouts)

"Looks like we blew up our defense crystal in that last training exercise."

"The explosion lit the whole School on fire!"

"You guys gotta get out of the School before you burn alive!"

  • "You don't need to tell me twice."

"Get the pieces of the Inhibitor, and bring them back to the School, or else those Minions will just keep spawning!"

  • "You've got my wings! Anything else?"

"Yeah, don't let any of those creepy Minions get into the School!"

Mission Setup

MISSION OBJECTIVE: Pick up all three Crystal Shards, and carry them back to the School before Minions tear the place down!

Let's set up boards, cards, and pieces for this Mission!

  • Locate all pictured Map Tiles, and arrange them as shown.
  • Orient the Crystal Compass to the Map Tiles as shown.
  • Locate and place the School on the center Map Tile.
  • Locate the NEW Damage Cards and add them to the Damage Deck.
  • Place Mechs on any space in the School, facing any direction.
  • Place Minions according to the diagram.
  • Locate 3 Crystal Shards and place one on each of the three Repair Pads as shown in the diagram.

School on Fire!

The School is on fire and only has 1 health for this Mission! Set the Doom Tracker to 1.

EZ-MODE: Set the School's health to 3 instead.

Time to begin! Start the first Player Phase by rolling for First Player and conducting a timed double draft!

Minion Assault!

Minion Movement

  1. All Minions move 1 space toward the School during the Minion Phase.
  2. Then, roll the Rune Die, and move all Minions on the Map Tile corresponding to that color 1 additional space!
  3. If you roll red, Minions don't move an additional space. Instead, the fire in the School flares up, and all Mechs inside the School take 1 Damage!
  4. When Minions reach the center Map Tile, they are limited to moving 1 space (even if you roll red and regardless of escalations).
  5. When Minions reach the center Map Tile, direct them toward the center first before turning towards the School (as shown by movement lines in the diagram).
  6. If a Minion enters any School space at any point, remove that Minion from play, and reduce the School's health on the Doom Tracker by 1!

Minion Spawn

After movement, spawn an entire row of Minions in the spawn zone of the Map Tile that you rolled during Minion movement.

If you rolled Red, no Minions spawn this turn!

Minion Attack

Minions attack Mechs as normal, but ignore Crystal Shards.

In fact, Minions can occupy the same space as Crystal Shards without affecting them!

New Ability: Carrying Crystals

Targeting System Upgraded!

Mechs now pick up Crystal Shards when they step on them (instead of stomping them). Good timing too, because you have to carry them to the School!

For this Mission, Crystal Shards are also unaffected by Attack Commands. (You need these intact!)

How to Carry

Each Mech can only carry one Crystal Shard at a time. When your Mech does pick up a Crystal Shard, take it off the board and put it near your Command Line to show your Mech is carrying it!

  • If a Mech takes damage while carrying a Shard, it drops the Crystal Shard immediately. Roll the Rune Die, and place the Crystal Shard in the adjacent space in that direction.
  • If the rolled space contains a Minion, place the Shard under the Minion.
  • If the rolled space contains a Mech, the Mech instantly picks the Shard back up!
  • If the rolled space is off the board or there is no valid space in which to drop the Shard, it drops to the Mech's own feet and is instantly picked back up. (Nice catch!)

Returning Crystals

Carry a Crystal Shard into any space in the School to return it. Once your Mech steps into the School, the Crystal Shard is successfully returned and removed from play. Well done!

Escalation!

Each time a Crystal Shard is first picked up, there is an escalation and Minions intensify their assault!

These escalations come into play one at a time, but persist for the remainder of the Mission once activated.

  1. As soon as any Mech picks up any Crystal Shard for the first time: During Minion Phase, spawn 2 full rows of Minions in the rolled spawn zone (instead of one).
  2. As soon as any Mech picks up one of the two remaining Shards for the first time: All Minions on the outer three Map Tiles now move an extra space by default. (The Rune Die no longer increases Minion movement and only determines which Map Tile spawns minions.)
  3. As soon as any Mech picks up the last remaining Crystal Shard for the first time: In addition to all previous escalations, Minions spawn 2 full rows in every spawn zone during Minion spawn (instead of 1).

(The Rune Die roll is now only used to determine if the School fire flares up!)

Note: The Minions still only can move one space on the center tile as they approach the School!

F Is for Failure!

If any Minion enters any space in the School, it loses one health, and the Doom Tracker is reduced by 1. If the Doom Tracker reaches zero, the School is completely engulfed in flames, and it's Game Over!

"Watch the flanks! Minions from the sides will arrive first!"

Congratulations!

If all three Crystal Shards are returned to the School before its health reaches zero, they combine into an Inhibitor and stop the Minions from spawning. Excellent job! Your Mission is complete!

Congratulations team! You may now move on to "Operation Tiny Evil" (find and open its special envelope).

You'll finally discover who's behind all this Minion mayhem!

  • "A smashing success! But it looks like someone stole your Mech, Rumble."
  • "WHAT?! When I find out who stole my Tristy, it ain't gonna be pretty."

Mission 3: You're Not the Boss of Me! (Operation Tiny Evil)

"Fascinating. That highly intelligent Minion stole Rumble's Mech!"

  • "Hey! Give me back my Tristy, you jerk!"
  • "Wait—you named your Mech 'Tristy'?"
  • "Yeah... mmmmaybe..."

"It's a long story. Oh, what the heck, we got time. Once upon a time..."

  • "Just get my Mech back!"

Mission Setup

MISSION OBJECTIVE: Force the Boss Mech to retreat by reducing its health to zero!

Let's set up boards, cards, and pieces for this Mission!

  • Locate each pictured Map Tile and arrange them as shown.
  • Orient the Crystal Compass to the Map Tiles as shown.
  • Place Mechs on any Mech starting location, facing any direction.
  • Place Minions according to the diagram.

Gear Up!

You now have 3 Schematic Cards per Yordle. For this Mission and all future Missions, pick just 2 of your available Schematic Cards each to bring along with you and set the rest aside.

Take a moment to choose which 2 Schematics are best for the specific Mission and which synergize with the rest of your team!

Boss Mech!

Locate the Boss Mech Box and open it! Place the Boss Mech figure on the Boss Mech start location, facing any direction.

Locate the Boss Command Line and place it anywhere on the table.

Locate the Boss Deck. Shuffle it and place it near the Boss Command Line.

Find the Boss Command Line at the bottom of the box under the base tray.

Danger Phase

The Danger Phase begins after the Minion Phase and before the next Round's Player Phase begins. In this Mission, the Danger Phase is when the Boss Mech will unleash its power!

Player Phase → Minion Phase → Danger Phase

Boss Battle!

The Boss Mech is a lot sturdier than your average Minion! Set its health at 10 on the Doom Tracker.

The Boss has a unique Command Line and special Command Cards, just like you! During Danger Phase, you'll execute its Command Line in order from 1 to 4, draft new Boss Command Cards, and program one!

EZ-MODE: Instead set the Boss's health to 5.

"I'm sure he can't program anything TOO dangerous though, he's just a little Minion!"

The Boss stomps Minions flat if it moves onto them. Count these on the Minion Kill tracker! Also, the Boss ignores Oil Slicks!

Default Danger

The Boss has default abilities in each slot that apply when there are no Boss Command Cards slotted. Be sure to execute these!

Power Up!

Draw two, pick one. Once the Boss Command Line has been executed, deal 2 Boss Cards faceup. As a team, pick one and slot it into its Command Line in the slot of the corresponding element!

Power Overwhelming

If any slot reaches a Power level of 3, the Boss charges his GG-101 Doom Cannon. When a 3-Power slot is executed, it's Game Over! You lose!

Remember that the Boss doesn't execute this 3-power slot until his next turn, so you have one more turn to defeat him!

  • "We're doomed!"

Rune Shields

The Boss is protected by four Rune Shields—one of each color/element—and starts with all of the shields fully operational.

Place a Rune Coin on each Rune on the Gear Tracker to keep track of which shields are up! (Remove the coins as Rune Shields are disabled and replace them when Rune Shields are reactivated.)

While active, a Rune Shield prevents all damage from Attack Commands of the same color/element.

Turn his shields off by stepping on Rune Spaces of the corresponding color. Once he takes 1 damage from an element of that color, turn the shield back on.

Schematics can deal damage to any of the Boss Mech's unshielded areas. Pick a color when you deal that damage and turn that Rune Shield back on afterward, just like any other damage!

Minion Army

  1. Roll the Rune Die.
  2. Minion Movement: Move all Minions 1 space in the corresponding direction.
  3. Minion Spawn: Spawn Minions on all Runes of that color.
  4. Minion Attack: Minions attack adjacent Mechs as normal.

Doom Cannon Online

If any slot in the Boss Command Line reaches 3-Power and is then executed during Danger Phase? Well, GG, you lose!

Congratulations!

Whittled the Boss Mech's health down to zero? Guess we know who's the better Mech pilot! Watch that Boss Mech turn tail and flee. You win!

Your Mission is Complete! You may move on to "Operation Hammer Keeper" (find and open its special envelope).

  • "That Minion Boss is escaping! Ah well, surely he won't put any dangerous obstacles in our path to slow us down..."

Mission 4: Running the Gauntlet (Operation Hammer Keeper)

  • "That's a huge wave of Minions! We need to close this gate so they don't escape!"
  • "Ready to jink these hood-heads and get a rip at that puller!"
  • "I don't know what that means, but get around these Minions and pull that switch!"
  • "That's what I said! If Johnny Minion gets over the bags, we're Tuesday's fish!"
  • "Uh... right. Anyway, if any of those Minions escape we're in big trouble. Go!"

Mission Setup

MISSION OBJECTIVE: Move your entire team to the opposite side of the board before any Minions reach your starting line!

Let's set up boards, cards, and pieces for this Mission!

"Get the whole team up here..." / "...and don't let any Minions make it down here!"

  • Locate each pictured Map Tile and arrange them as shown.
  • Place Mechs on any space in the starting line, facing any direction.
  • Place Minions according to the diagram.

March of the Minions

Minion Movement

Move all Minions 3 spaces toward the starting line during Minion Phase. Remember the Oil Slicks!

EZ-MODE: Minions only move 2 spaces instead.

Minion Spawn

During Minion Phase, spawn a full row of Minions in the spawn zone.

Minion Attack

Minions attack adjacent Mechs as normal.

Escalation!

For this Mission there are two escalations that happen when any player advances onto a new Map Tile for the first time. Missions never de-escalate even if Mechs move backward.

When any player steps onto the second Map Tile, spawn 2 full rows of Minions during Minion Phase (instead of 1).

When any player steps onto the third Map Tile, spawn 3 full rows of Minions during Minion Phase (instead of 2).

Continue spawning 3 full rows during Minion Phase for the remainder of the Mission!

No Escape!

If any Minion reaches your starting line... You lose! You can't let any of these guys escape the battlefield!

Congratulations!

Is the entire team standing defiantly in the final row of the Game Board (i.e.: the Minion spawn zone)? Are all remaining Minions still on the battlefield (none escaped), and cowering in fear because of your show of force? Sounds like a win! Well done!

Your Mission is Complete! You may move on to "Operation Burning Vengeance" (find and open its special envelope).

  • "He's escaping into my junkyard!"
  • "My thermo-detectors are picking up a sharp spike in underground temperature. There is a non-zero chance this is a trap."
  • "I don't care! Stop that Minion!"

Mission 5: Don't Panic (Operation Burning Vengeance)

  • "Hey, what's that sound?"
  • "I think we've sprung a trap."
  • "Looks like my hypothesis has become a theory."
  • "This is no time to gloat. That trap just unleashed a massive wall of lava and it's heading right for us!"
  • "You think that's bad, wait until that lava hits this bomb!"
  • "My power source! Why did you bring that?"
  • "I couldn't resist! It's so needlessly big!"

"Okay, don't panic. BUT GET THIS BOMB OUT OF HERE OR WE'LL ALL DIE!!"

Mission Setup

MISSION OBJECTIVE: Stabilize the Bomb by pushing or towing it onto all 3 remaining Repair Pads in order from closest to farthest away.

Let's set up boards, cards, and pieces for this Mission!

  • Locate each pictured Map Tile and arrange them as shown.

  • Orient the Crystal Compass to the Map Tiles as shown.

  • Place Mechs on any Mech starting location, facing any direction.

  • Place Minions according to the diagram.

  • Locate the Lava Wall piece and place it next to the bottom of the Game Board. (For now, ignore the instructions on it!)

  • Place the Bomb next to the Mechs as shown.

  • Start the Bomb's health at 5 using the Doom Tracker.

  • Adjacent minions attack the Bomb during Minion Phase, doing 1 damage each (just like in Mission 1).

  • The Bomb can be pushed and towed as normal.

  • When a Bomb is moved onto a Repair Pad, increase its health by 1.

  • The Bomb can be healed multiple times per round, but cannot exceed it's maximum health of 5.

Keep Calm and Push On

Minion Movement

Move all Minions 1 space toward the Bomb during Minion Phase. Minions prefer to move in the Blue/Green directions over moving in the Red/Yellow directions (refer to Crystal Compass).

Minion Spawn

Roll the Rune Die and spawn Minions on all Rune Spaces of that color. Do not spawn Minions behind the Lava Wall.

Minion Attack

Minions attack both adjacent Mechs and the Bomb. When processing damage, first execute all player-drawn Damage Cards in player order and then move onto damaging the Bomb.

Escalation!

At the end of the third Round, the Lava Wall becomes active and moves with each Danger Phase!

EZ-MODE: Instead, the Lava Wall doesn't start flowing until the Bomb is moved onto the second Repair Pad.

Read the instructions on the Lava Wall carefully. Every Danger Phase, move the Lava Wall according to these rules!

The Lava Wall pushes all Mechs and the Bomb forward and does 1 Damage to them for each space they are pushed. (This can result in tons of damage as the Lava Wall accelerates!)

Lava instantly kills Minions if it passes over them. Count these on the Gear Tracker as Minion Kills!

When processing Lava Wall damage, first execute all player-drawn Damage Cards in player order and then move onto damaging the Bomb.

Liquid Hot Magma

If the Bomb reaches zero health, it explodes. If the Lava Wall flows over a Repair Pad before the Bomb is successfully moved onto it (making it impossible to stabilize the Bomb), the Bomb explodes.

If the Bomb explodes, you lose!

Congratulations!

Push or Tow the Bomb over all Repair Pads in order without it being reduced to zero health. The moment the Bomb is stabilized, your team can race away from the Lava and your Mission is Complete!

Great job not panicking (very much).

Your Mission is Complete! You may move on to "Operation Missing Link" (find and open its special envelope).

You'll uncover the horrible truth about where the Lava is coming from and fight a familiar foe!

  • "Darn it! He disappeared into this dark, foreboding tunnel that leads to a mysterious secret area beneath the School! Not that I know anything about that..."

Mission 6: None Shall Pass (Operation Missing Link)

"Okay, in order to get in this mysterious tunnel that I know nothing about, you need to take out this electric barricade."

  • "What needs doin'?"

"Flip these four switches..."

  • "That doesn't sound too hard."

"I wasn't finished. You gotta' do it before the Minion Boss powers up his super-weapon, or..."

  • "We all blow up!"

"You guessed it."

Mission Setup

MISSION OBJECTIVE: Destroy all Crystal Shards to gain access to the Magma Chamber and then reach the final row to enter!

Let's set up boards, cards and pieces for this Mission!

  • Place the pictured Map Tiles and orient the Crystal Compass next to them.
  • Place Mechs on any Mech starting location, facing any direction.
  • Place Minions and the Boss Mech according to the diagram.
  • Place a Crystal Shard on all four Repair Pads.
  • Place the Boss Command Line and the Boss Deck anywhere on the table.

New Board Spaces

"Watch out, we're entering even dangerous-er territory!"

Massive Boulders

Massive Boulders are unpassable. They block Mech, Minion, and Boss movement and block Ripsaw Attack Commands, just like the edges of the Game Board.

Spike Walls

Ooh… pointy! Whenever a Mech runs into a Spike Wall as a result of any kind of movement (Command Cards, Damage Cards, or being pushed), it immediately takes 1 Damage. After executing the Damage Card, you must continue to execute your Command Line.

Minions take no damage from Spike Walls.

Lava Pools

Lava is hot. Really hot. Whenever a Mech steps onto a Lava Pool space, it immediately stops moving, regardless if the Move Command could go farther (such as a Speed Card or a Move Command of Power level 2 or greater).

The Mech stepping onto the Lava Pool also instantly takes 1 Damage. After executing the Damage Card you must continue to execute your Command Line as normal, but stepping onto another Lava Pool space will again cause you to immediately stop moving and take more damage.

Mechs do not take damage for turning or standing still while on a Lava Pool space.

Minions take no damage from Lava Pools.

New Mechanic: Rune Gates

While active, Rune Gates prevent Mechs from passing through them.

Rune Gates and the Boss Mech's Rune Shields share many properties and can be simultaneously tracked using Rune Coins on the Runes portion of the Gear Tracker.

Similar to the Boss Mech's Rune Shields, stepping on a Rune Space deactivates all Rune Gates of the corresponding color.

Rune Gates reactivate as soon as a Mech passes through one, or the Boss takes damage from an attack of that color.

Alternatively, a Mech can also pass through an active Rune Gate by using a Move Command Card of the same color. However, using a same-color command to move through an inactive Rune Gate still reactivates that Rune!

Red = Blaze, Green = Omnistomp, Blue = Skewer, Yellow = Speed

Minions can walk right through Rune Gates, whether they're active or not.

For this Mission there's only one Rune Gate on the Game Board, but don't worry—you'll be seeing much more of them soon!

The Boss Is Back

Set the Boss's health to 2 using the Doom Tracker.

EZ-MODE: The Boss starts with only 1 health instead.

The Boss acts during Danger Phase, executing the Boss Command Line and then programming Boss Command Cards as normal.

Not Even His Final Form

In this Mission, the Boss cannot be killed! As soon as his health reaches zero on the Doom Tracker, you may remove one Boss Command Card from the Boss Command Line. This Boss Command Card must be the top card (if picking off of a stack).

Then, restore the Boss's health to full (2 by default, 1 for EZ-Mode)!

Rune Shield Reminder

The Boss is protected by four Rune Shields—1 of each color/element, and starts with all of the shields active.

Rune Shields and Rune Gates are both linked to Runes! Both will be either activated or deactivated at the same time. For example: if a player passes through a Blue Rune Gate and thus reactivates the Blue Rune, the Boss's Blue Rune Shield is also reactivated! The next player will not be able to damage the Boss with a Blue (Metal) attack!

Place Rune Coins on the Rune section of the Gear Tracker to keep track of which shields are active and which are disabled!

While active, a Rune Shield prevents all damage from Attack Commands of the same color/element.

Turn his shields off by stepping on Rune Spaces of the corresponding color. Once he takes 1 Damage from an element of that color, turn the shield back on.

Schematics can deal damage to any of the Boss Mech's unshielded areas, but turn that Rune Shield back on afterward, just like any other damage!

Magma Chamber Minions

"All these Minions and Lava are pouring out the Magma Chamber! Why does this all seem so familiar?"

Minion Movement

Roll the Rune Die. Move all Minions in the corresponding direction on the Crystal Compass.

Minion Spawn

Also, spawn new Minions on all empty Rune Spaces of the matching color.

Minion Attack

Minions attack adjacent Mechs as normal.

Danger Phase

It's the Boss Mech's Turn!

Default Danger

The Boss has default abilities in each slot that apply when there are no Boss Command Cards slotted.

Power Up!

Once the Boss Command Line has been executed, deal two Boss Cards faceup. As a team, pick one and slot it into its Command Line in the slot of the corresponding element! (Draw two, pick one.)

Power Overwhelming

If any slot reaches a Power level of 3, the Boss charges his GG-101 Doom Cannon. When a 3-Power slot is executed, it's Game Over! You lose!

Remember that the Boss doesn't execute this 3-Power slot until his next turn, so you have one more turn to defeat him!

  • "This is very bad."

Mission Theoretically Possible

Crystal Crush

The combination of Crystal Shards and Repair Pads is somehow blocking the entrance into the Magma Chamber! Those crafty Minions.

Attack the Crystal Shards or move your Mechs onto the Repair Pads to stomp them!

"Now get to it! Shatter all four Crystal Shards and get to the Magma Chamber entrance! (Oh, also—don't die.)"

Doom Cannon Online

If a slot in the Boss Command Line reaches 3-Power and is then executed, in the next Danger Phase the Boss fires its ultimate weapon—setting the world on fire in a blaze of molten agony. Also, you lose!

Congratulations!

At the end of Player Phase, if all four Repair Pads have been cleared of Crystal Shards, and all Mechs are standing on a space in the Magma Chamber entrance, you are granted access and win! Mission Accomplished!

Also, looks like your team shall pass… on to "Operation Dazzling Danger" (find and open its special envelope).

  • "Uhh, Rumble? Why is it so hot in here?"

"Okay, truth time. I may have built my School on top of the infamous Magma Chamber."

  • "That's a valid explanation for the rivers of lava."

Mission 7: Blast Chamber (Operation Dazzling Danger)

  • "Rumble, I can't believe you'd do something this stupid."
  • "His idiocy knows no bounds. He also damaged the Magma Chamber's Inhibitor crystal, which is why the Minions are spawning out of control."

"Okay, you got me! I'm not perfect! The question is, what are we going to do about this Minion nest?"

  • "We could... blow it up?"
  • "Ziggs, for once, that idea isn't completely insane."
  • "It's not? LET'S BUILD A BOMB, GUYS!"

Mission Setup

MISSION OBJECTIVE: Carry Crystal Shards to the Assembly Zone (before Minions invade and overload it) to construct the Bunker Buster Boss Bomb!

  • Locate each pictured Map Tile and arrange them as shown.
  • Orient the Crystal Compass to the Map Tiles as shown.
  • Place Minions according to the diagram.
  • Place a Crystal Shard at each designated location. (four total)
  • Place Mechs on any Mech starting location, facing any direction.

Mechs, Assemble!

Alright, we've located the four Crystal Shards we need. Let's carefully carry them to the middle to power our Bomb!

In this Mission, Crystal Shards are immune to stomping and attacks. (We need them!)

Pick them up by entering the same space, but remember to drop them if you take damage. (Roll the Rune Die to determine where they drop.)

The Assembly Zone is vulnerable to Minion Invasion. Set its health to 10 on the Doom Tracker.

EZ-MODE: The Assembly Zone starts with 15 health instead.

Rune Rule Reminder

All Rune Gates start activated at the start of the Mission, blocking your path!

Stepping on a Rune Space disables all Rune gates of the corresponding color. (Use Rune Coins on the Gear Tracker to keep track of this!)

As always, a Rune Gate immediately reactivates when a Mech passes through it.

Alternatively, a Mech may freely move through a Rune Gate if it executes a Move Command of the same color.

Red = Blaze, Green = Omnistomp, Blue = Skewer, Yellow = Speed

Premature Detonation

Crystal Infusion

As soon as a Mech carrying a Crystal Shard steps on an empty Rune Space in the Assembly Zone, lock the Crystal Shard into place! (It cannot be picked up again.)

All Rune Gates of the same color are now permanently disabled and can be passed through freely.

Minion Spawn

Roll the Rune Die. Spawn Minions on all Rune Spaces of the same color except Rune Spaces in the Assembly Zone. (That just wouldn't be fair, now would it?)

Also, once any Crystal Shard is delivered to the Assembly Zone, additional Minions spawn on all Rune Spaces of those colors. (Once again, Minions cannot spawn in the Assembly Zone.)

By the end of the Mission, Minion spawning will be out of control!

Minion Movement

Minions move 2 spaces toward the Assembly Zone during Minion Phase.

Minions prefer to move in the Blue or Green directions over the Red or Yellow directions (see Crystal Compass).

As soon as a Minion steps on a space in the Assembly Zone, remove the Minion from the board and deal 1 Damage to the Assembly Zone (reducing the Doom Tracker by 1). These Minions do not count on the Gear Tracker.

Minion Attack

Minions attack adjacent Mechs as normal.

No Disassemble!

If enough Minions invade the Assembly Zone to reduce its health to zero, the Bunker Buster Boss Bomb explodes prematurely. You lose!

Congratulations!

At the end of the Player Phase, if all four Crystal Shards are safely delivered to the Assembly Zone, the Bunker Buster Boss Bomb has been successfully empowered and you win!

Your Mission is Complete! You may move on to "Operation Magical Banana" (find and open its special envelope).

It's time to set up the Bomb!

  • "That's it! We built the bomb... Now comes the fun part."

Mission 8: Special Delivery (Operation Magical Banana)

"Now it's time to get this baby to the heart of the Magma Chamber."

  • "Where's that exactly? Like, somewhere in the middle or-"
  • "I dunno. Over there, maybe?"
  • "Works for me."

"Good. Let's blow these things to Minion heaven!"

Mission Setup

MISSION OBJECTIVE: Carefully Push or Tow the Bunker Buster Boss Bomb to the Bomb Deploy Zone and detonate it!

Let's set up boards, cards, and pieces for this Mission!

  • Place the pictured Map Tiles and orient the Crystal Compass next to them.
  • Place Mechs on any Mech starting location, facing any direction.
  • Place Minions according to the diagram.
  • Place the Bomb in the designated spot next to the Mech starting locations.

This Mission, Rune Gates start out disabled. (You're already standing on Rune Spaces!)

The Bunker Buster Boss Bomb starts at 10 health. (Set the Doom Tracker to 10).

The Bomb takes 1 Damage each time it moves onto a Lava Pool.

EZ-MODE: The Bomb instead starts with 15 health.

Maniacal Minions

Minion Movement

During Minion Phase, Minions move 2 spaces toward the Bomb.

As always, move the Minions that are closest to getting to the Bomb first.

Minions prioritize moving in a path that will eventually lead them to the Bomb:

  • Prefer moving into empty adjacent spaces (even sideways or away from the Bomb) to get around Massive Boulder obstacles, rather than bumping into a wall or getting caught in a corner.
  • When in doubt, they prefer to move in the Blue or Green directions over the Red or Yellow directions (see Crystal Compass).

Minion Spawn

Roll the Rune Die and spawn Minions on all Rune Spaces of that color (including the Rune spaces where Mechs start!).

Also, if you roll Red or Yellow, the Bomb immediately takes 1 damage. (Can't unlight the fuse!)

Minion Attack

Minions do 1 damage to all adjacent Mechs and the Bomb.

Just Impacted on the Surface

If the Bomb's health reaches zero before it is pushed or towed to the Bomb Deploy Zone, it explodes prematurely—vaporizing all Mechs. This is not a good thing. You lose!

Congratulations!

If the Bomb is successfully pushed or towed to the Bomb Deploy Zone, your Mission is a success!

Well done, daring bombardiers. You may now move on to "Operation Tempest's Heart" (find and open its special envelope).

It's time to blow this thing and head home!

  • "Well, the good news is—that blast is definitely taking out the Magma Chamber. The bad news is YOU'RE IN THE MAGMA CHAMBER!"

Mission 9: The Great Escape (Operation Tempest's Heart)

"This cave's about to crumble like yesterday's egg cream! What's the plan?"

  • "The plan? How about- run!"
  • "Fair point, but don't you think it necessary to assess all potentialities?"
  • "Nope. Nothing to talk about! RUN!"
  • "But what if we-"
  • "JUST RUNNNNN!!!!"

Mission Setup

MISSION OBJECTIVE: All Mechs must stay ahead of the Lava Wall and reach the Safety Zone to escape!

Let's set up boards, cards, and pieces for this Mission!

  • Locate the pictured Map Tiles and arrange them as shown.
  • Orient the Crystal Compass to the Map Tiles as shown.
  • Place Mechs on any Mech starting location, facing any direction.
  • Place Minions according to the diagram.
  • Locate the Lava Wall piece and place it next to the bottom of the Game Board. (For now, ignore the instructions on it!)

Lava Up!

The Lava Wall is even more dangersome this Mission!

The Lava Wall moves 1 space towards the Safety Zone during Danger Phase the very first Round! Get moving ASAP!

EZ-MODE: The Lava Wall starts moving during Danger Phase at the end of the third Round instead.

Remember—whenever the Lava Wall flows over a Repair Pad, its speed permanently increases by 1, so get out ahead of it as far as you can! (Read instructions on the Lava Wall carefully!)

In this Mission, if the Lava Wall pushes a Mech during Danger Phase, it is instantly obliterated. Your entire team loses!

Minion Madness

The Minions and Rune spaces have gone full mayhem mode!

Minion Movement

Roll the Rune Die and move Minions 2 spaces in the corresponding direction on the Crystal Compass.

Minion Spawn

Also, spawn Minions on Rune Spaces of the color on the Rune Die.

Minion Attack

Minions attack all adjacent Mechs as normal.

It Burrrrrrrns...

If the Lava Wall pushes any Mech, it instantly melts into a ball of red hot sorrow and your team loses! Leave no Yordle behind!

Congratulations!

If all Mechs are simultaneously standing in the Safety Zone before the Lava Wall arrives, your Mission is complete!

Good job hotfooting outta there! Move on to "Operation Bandle City Beatdown" (find and open its special envelope).

  • "Whew! We're finally outta that cave! …Though I can't help but feel like there's some unfinished business that's about to come back to bite us."

Mission 10: Final Form (Operation Bandle City Beatdown)

  • "Up ahead... it's..."
  • "That Minion Boss!"
  • "He's more souped up than a can of beef stock."
  • "He's probably going to blow us up!"
  • "Not if I can help it."
  • "Rumble! You're here?! Why'd you leave the control room?"
  • "Because this is personal. Let's go get my Mech back!"

Mission Setup

MISSION OBJECTIVE: Defeat the Boss Mech before he unleashes his ultimate attack of doom!

Let's set up boards, cards, and pieces for this Mission!

  • Place the pictured Map Tiles and orient the Crystal Compass next to them.
  • Place Mechs on any Mech starting location, facing any direction.
  • Place Minions on all Rune Spaces and the Boss Mech according to the diagram.
  • Place a Crystal Shard on all four Repair Pads.
  • Place the Boss Command Line and the Boss Deck anywhere on the table.

In its Final Form, the Boss Mech has 10 health.

EZ-MODE: The Boss starts with 5 health instead.

Minion's Last Stand

Minion Movement

Roll the Rune Die and move all Minions 2 spaces in the associated direction on the Crystal Compass.

Minion Spawn

Also, spawn Minions on all Rune Spaces of that color.

Minion Attack

Minions attack all adjacent Mechs during Minion Phase as normal.

Epic Boss Fight!

Shields Within Shields

In his Final Form, the Boss has activated its Trusty Tristy Tribulator Shield, making it completely invincible!

To disable this super-shield, your team must destroy all four Crystal Shards by attacking them or stomping them. (Destroy the Crystal Shards!)

Once the super-shield is disabled, you must still deactivate its Rune Shields by stepping on Rune Spaces of the same color. (Then Disable Rune Shields!)

Just like past Boss encounters, damaging the Boss with an attack or moving through a Rune Gate turns the Rune Shield of the matching color back on!

Power Down!

If all Mechs are standing on a Repair Pad at the end of Player Phase, you may remove one Boss Command Card from the Boss Command Line.

It's a Wipe!

If any slot in the Boss Command Line reaches 3-Power and is then executed, the next Danger Phase, the Boss fires its GG-101 Doom Cannon. In 100% of the cases that this ultimate weapon fires, your team loses. It is called a Doom Cannon, after all.

Mega Congratulations!

If your team successfully reduces the Boss Mech's health to zero, it explodes into scrap in a spectacular display of fireworks and scintillating sparkles. Your team has thwarted the seemingly endless waves of Minions, destroyed the Magma Chamber once and for all, and achieved Epic Victory!

Truly, you are Rumble's Elite Krash Team.

You may now open the final envelope: "Get R.E.K.T.!"

  • "Wow! Great job. Sure glad that's over. Got my Mech, and my School... everything is back to normal..."
  • "Wheeee! Let's do it again!"