Mechs vs Minions: A Brand New League
Inside the League of Legends Boardgame Spin-off

There have been tabletop versions of videogames since the coin-op days. In the ‘80s there were boardgames branded with Pac-Man and Donkey Kong; today we have Risk: Halo and Angry Birds Jenga. Look behind the mass-market crap and you’ll find a slew of great adaptations from hobby publishers, stuff like the XCOM boardgame from Fantasy Flight, or the recent Kickstarter for a Dark Souls game. While varying wildly in quality, all these titles share a trait: they were not designed or published by people in the videogame industry.
Mechs vs Minions, a tabletop game based on League of Legends, is different. It’s very much a labor of love from a group of Riot Games staffers, so much so that they’re selling the game at wafer-thin margins, relying on sheer volume to make a profit. As a result Mechs vs Minions has stratospheric production values, with thick card stock, real metal coins and tons of painted plastic. Yet it retails at a mere $75, a bargain considering what’s in the box.
It’s also very good. Players co-operate to beat a series of eight missions of increasing difficulty. To do so they must program their mechs from a limited selection of moves, then follow the instructions on the board. Without a human imagination as an antagonist, co-operative games sometimes stagnate into repetitive puzzle solving. But under pressure from the timer and a horde of multiplying minions, Mechs vs Minions is tough, tense and often hilarious. What it isn’t, at least at first glance, is anything much like League of Legends.
“We tried to throw a lot of League references into the game,” Mechs vs Minions producer, Chris Cantrell, explained. “The boards are littered with Teemo shrooms, you can find Annie’s Tibbers doll or Mordekaiser’s mace or even Helmet Bro’s helmet. We converted one of our items in League, the Zhonya’s Hourglass, into a version of our timer. The goal was always that we didn’t want players to have to know League to appreciate the game. But for players who were familiar with it, there would be Easter Eggs.”
This gets to the heart of the balancing act needed to bring videogame franchises into the physical world. On one hand, you need to keep the audience as broad as possible. On the other, you’re struggling to keep the feel of the original in a totally different medium. You have to draw a new audience while pleasing existing fans. So, for example, Mechs vs Minions has a Chain Lightning command which spreads damage along adjacent targets. That’s a little like the Ionic Spark item that once graced the videogame. Cantrell had a guiding principle to see him through this challenge.
“First and foremost, you want to make sure the game is fun,” he told me. “We had to cut some of our favorite designs in Mechs vs Minions because they were too clunky and created too much overhead. With a videogame, you have a computer calculating the numbers in the background so you can stay focused on the fun aspects of the experience. But since there is no way to enforce rules in the tabletop space, you need a streamlined design to reduce the amount of cognitive strain it takes to track upkeep.”