Getting Started

Overview

At its core, Minion Master is a Digital Boardgame focused on Strategy and Tactics. Each game begins with a Game Board occupied by one piece, the Avatar, per player. Every Player brings to the Board a deck of cards which they will use to play the game.

A new game board for 3 players. Each player's Avatar acts much like their 'Home Base.'

A Player's Deck may be pre-defined or customized. Each deck contains Summon and Modifier cards. Summon Cards add Minions to the Board and Modifier Cards alter or affect the Minions already on the Board.

A new game board for 3 players. Each player's Avatar acts much like their 'Home Base.'

The Game Board's layout affects how Minions move as well as giving location-based bonuses. Players will want to take this into account when deciding which Minions and Modifiers to include in his or her deck. Players can choose from a variety of pre-made Game Boards or use the Level Editor to create their own.

The goal of Minion Master is simple: to defeat all the other Players on the board. To do this, you must destroy that Player's Minions before they can destroy yours.

Game Boards

Tiles

There are many types of tiles, such as Lava, Grass, Water, and Dirt.

A tile's type determines if a Minion can move on or across it. Land-based Minions cannot move across Lava or Water; Air-based Minions can move across any tile type. Each tile type also has a Movement Cost. The cost is how many units of Movement a Minion must spend to move to that tile. Tiles like 'Plains' have a low Movement Cost of 1, while 'Desert' tiles have a cost of 3.

Tile elevation is also important. Minions attacking or defending from higher elevations can receive bonuses. Additionally, Minions must spend Movement to climb in elevation (though there is no penalty for going down).

Avatars

Each player is represented on the board by an Avatar.
All Avatars have the same number of Health points at the beginning of a game.
As your Minions are killed, your Avatar will lose Health.
If your Avatar's Health reaches zero, you lose the game.

Card Playing Mechanics

Let's walk through a sample game round to get familiar with Playing and Discarding Cards.
Below is the Card Playing Interface.
  1. Card Choices / Neutral Card Position These are the 5 cards which you have to work with this Round.
  2. Discard Position Put cards in the Discard Position by clicking on the bottom half of a card. When a card is in the Discard Area, you will see its Discard Value added to your Mana count.
  3. Play Position Put cards into the Play Position by clicking on the top half of a card. A card may only be put into the Play Area if you have enough Mana to play it.
  4. Mana This is the count of Mana points that you currently have available.
  5. Commit Press the Commit button to Play and/or Discard cards that are in the Play and Discard Positions.
  6. Time This is how much time (in seconds) you have left to make your moves for this round.
To earn Mana, you must first Discard. To put a Card in the Discard Position, click on the bottom half of a card. To return the card to the neutral position, click on it again.
Cards in the Neutral Position will appear with a Green or Blue border. Cards with a Green border can be played, cards with a Blue border cannot.
To put a Card into the Play Position, click on the top half of the Card. To return it to the Neutral Position, click on it again. When you are ready, press the 'Commit' button.
When you press the "Commit" button, Cards in the Discard Position will move to the Discard Pile. Cards in the Play Position will be queued up to Play. If you have cards remaining in the Neutral Area, they will be discarded.
After all Cards have been Played or Discarded, the Action Phase begins. All cards you played will be brought to life on the board.

Cards

Summon Cards create Minions, which are creatures that fight for you on the Game Board.
Each Minion has characteristics built from a combination of Stats, Tactics and Combat Style. These basic building blocks combine in unique ways to make every Minion special.

Modifier Cards alter one or more Minions' abilities or behaviors. The card's effect may be either temporary or permanent.
These cards might change a Minion's Attack or Defense rating, give it more Health, change its Attack Style, or alter its Tactics. Which modifier cards you choose to play and when are highly dependent on your play style and the moment-to-moment situation on the Game Board. Modifier cards generally fall into one of four categories.

  • Buffs alters stats on your Minions to make them more powerful.
  • Debuffs alters stats on your opponent's Minions to make them less powerful.
  • Tactics alters the Attack Style or Tactics of some or all Minions on the board.
  • Master alters some stat or ability on a Player.

Always read a card's description carefully before playing it. Some cards that Buff a Minion one way may Debuff it in another. A poorly played modifier card has the potential to hurt you more than help.

Minions

Every Minion is made up of Stats, Tactics, and a Combat Style. All Minions are designed to have unique tactical properties.

  • Stats define a Minion's strength in certain categories.
  • Tactics dictate who a Minion chooses to attack and how they move on the board.
  • Combat Style determines how a Minion attacks.

AttackThe power behind an attack.
RangeFrom how far a Minion can attack.
MovementThe maximum distance a Minion may move each turn.
DefenseAbility to stop attacks from suceeding.
HealthHow many hits it takes to destroy the Minion.

Combat Styles

Combat styles are the combination of both a style and a modifier value. Combat Style determines what kind of Attack the Minion will perform. Combat Modifier is a number that adjusts a property of the Combat Style.

StandardA Minion with the Standard Combat Style may attack from one tile per Action. The Combat Modifier determines how many attacks the Minion gets each round.
TrampleAllows the Minion to overtake a tile after successfully destroying another Minion occupying that tile. The attacking Minion will continue to attack other Minions in a direct line. The Combat Modifier determines the greatest number of attacks the Minion can perform in a round.
SplashFires off an explosion. It will attack the tile it lands on and expand in a circular fashion. The Combat Modifier determines how large the attack's radius extends.
LineAttacks a series of adjacent tiles in a straight line. The Combat Modifier determines how far the Line extends.
ArcAttacks a series of adjacent tiles in circle. The number of tiles attacked is determined by the attacking Minion's Combat Modifier.

Tactics

Tactics determine what and where a Minion will choose to Attack. Generally, a Minion will choose what to target and then from where to target it. Each Minion has a list of Tactics that determine its behavior.

Target Least EnemiesAttack the smallest number of enemies possible (while still attacking at least one enemy).
Target Most EnemiesAttack as many enemies as possible.
Target Least AlliesAttack as few allied Minions as possible. Most Minions with Splash or Line Attack Styles employ this Tactic.
Target Most AlliesAttack as many allies as possible.
Target Least MinionsAttack as few Minions (of either side) as possible (while still attacking at least one).
Target Most MinionsAttack as many allies as possible.
ClosestAttack the nearest possible target.
FarthestAttack the farthest possible target.
Least AttackAttack enemies with the lowest Attack statistic.
Most AttackAttack enemies with the greatest Attack statistic.
Least RangeAttack enemies with the lowest Range statistic.
Most RangeAttack enemies with the greatest Range statistic.
Least DefenseAttack enemies with the lowest Defense statistic.
Most DefenseAttack enemies with the greatest Defense statistic.
Least HealthAttack enemies with the lowest Health statistic.
Most HealthAttack enemies with the greatest Health statistic
Weakest LineAttack a line of Minions with the lowest combined Defense & Health statistics.
Strongest LineAttack a line of Minions with the greatest combined Defense & Health statistics.
Least CollateralAdjust attacks to cause the least amount of damage to allied Minions as possible.
Most CollateralAdjust attacks to include the most amount of damage to allied Minions as possible.
Target RandomAttack a random target.
Attack MinionTargets and attempts to Attack an assigned Minion.
Defend MinionAttempts to Defend an assigned Minion.
Defend TileMoves to an assigned Tile and sticks there.
Engage ClosePosition the attacker as near as possible to its target.
Engage FarPosition the attacker as far as possible from its target.
Position Least EnemiesPosition the attacker near as few enemies as possible.
Position Most EnemiesPosition the attacker near as many enemies as possible.
Position Least AlliesPosition the attacker near as few allies as possible.
Position Most AlliesPosition the attacker near as many allies as possible.
Position Least MinionsPosition the attacker near as few Minions as possible.
Position Most MinionPosition the attacker near as many Minions as possible.
Position Tile SynergyPosition the attacker on Tile types that give a bonus and away from Tile types that debuff.

Combat

When a Minion attacks, combat occurs. The winner is determined based on a number of factors and steps.
1. The chance to hit is calculated. This is determined withe the formula:
Attack*100 / (Attack + Defense)
In the case of a Knight (Attack 50) attacking a Troll (Defense 40), the chance to hit is 56% (50/90 = .556 * 100 = 56).
2. The Attacker rolls a 100 sided die. If the roll is LESS THAN the calculated hit, the Attack is successful. In our case of Knight v Troll, all the rolls from 1 to 56 are considered a hit, while 57 to 100 are a miss.
3. If the attack is successful, the attacker applies some damage to the defender. By default, this is the 1 point of Health.
Exact rolls can be seen by checking the Combat Log (press 'L' to open and close the log). To keep things simple and moving quickly on the game board, the Attack and Defense stats are consolidated into a 'Pip' system. During combat, two sets of Pips will appear over the Defender. On the left, in red, are the Attacker's pips. The number of filled pips to empty pips gives you an idea of how high or low the Attacker rolled. The Defender's pips appear on the right in blue. If the Attacker fills more pips than the Defender, the attack landed successfully.

Playing a Game

Now that you know a little bit about the elements which make up Minion Master, you're ready to play a game. The first thing to do when playing a Game is to choose a Game Board and a Deck of Cards. There are a variety of pre-built Game Boards and Decks for you to choose from, though you can always build your own.

Each Game takes place in a series of Rounds. Rounds will continue until one player has completed the win condition. Each Round is divided up into two Phases, the Play Phase and the Action Phase.

During the Play Phase, each Player is dealt 5 Cards from his or her deck. Each card costs Mana to play and earns Mana when Discarded. All Players complete the Play Phase at the same time, deciding which Cards to play and discard. Once all Players have completed the Play Phase (or time runs out), the Action Phase begins.
For details on playing cards, see Card Playing Mechanics.

The Action Phase happens in a few steps.

  1. All new Minions are summoned to the board.
  2. All Modifier cards are applied.
  3. Minions take turns Acting. An Action consists of Moving then Attacking.

During the Action Phase, the Minions will Move, Attack, Defend, and battle based on their individual behaviors and abilities.
A Player cannot control Minions during the Action Phase, only during the Play Phase can he or she alter Minion behavior.

There is currently one Win Condition: destroy all your Opponents' Avatars.
Do this by destroying opposing Minions. Each Player begins the game with the same number of Health Points (20 by default). Each time a Minion is killed, the Player who spawned it loses the same number of Health Points that the destroyed Minion started with. Minions such as Knights have 2 Health, so when a Knight dies, the player who played it also loses 2 Health.

Rounds will continue until only one Player is left standing.

Rules

While playing a Game is simple, knowing all the rules can help you strategize more effectively and become a true Minion Master.

Play Phase

  • The Play Phase is timed. Any cards in the PLAY or DISCARD areas when time expires are committed. Cards in the NEUTRAL position are discarded.
  • At the end of the Play Phase, all Summon Cards are played, followed by all Modifier cards.
  • Furthermore, Cards of the same type are played in the order they were added to the SUMMON area. For instance, if you put a Summon Archer Card followed by Summon Knight Card into the SUMMON position, the Archer will appear first and have a higher initiative than the Knight.
  • All discarded cards move to the discard pile.
  • All played cards move to the card graveyard.
  • All Mana left at the end of the Play Phase is lost. Mana does not roll over to the next Round.
  • If you play no Cards during the Play Phase, your Avatar will lose 1 Health Point during the Action Phase
  • Some Cards do not need Mana to play, but require the Sacrifice of other cards in your hand. Healing Surge is one such card. To use a card requiring a sacrifice, place it in the Play position. When you hit Commit, all cards in the Neutral position will be Sacrificed and moved to the Graveyard.

Action Phase

  • For every kill your Minions make during the Action Phase, you are awarded 1 point of Mana to use in the next Round's Play Phase.
  • Every time one of your Minions is killed, you lose Health equal to that Minion's starting Health.
  • Play order during the Action Phase happens in a round-robin fashion.
  • Each Round, the first Player in the round-robin order changes.
  • Minions act in order from oldest to newest for each player.