Earlier this week Riot announced its first foray into boardgames with Mechs vs Minions – a co-op tabletop experience set in the League of Legends [official site] universe. If you’re a boardgamer you’ll get the basic concept from “Robo Rally meets Descent” with a Legacy-esque campaign component. If you’re not, probably the easiest way to put this is that you’re working together to program little characters in mech suits so they can be victorious in their missions, although taking damage can make them go haywire (as can, for example, misreading cards and forgetting your mech will turn 90 degrees and thus you end up accidentally on the other side of the board throwing a ripsaw into thin air. FOR EXAMPLE.) It’s also heavier than most newborns, coming in at 12.8 lb on my bathroom scales.
I played snippets of the game during development (I guess kind of like videogame previews) so I was pleased to talk with Mechs Vs Minions lead Chris ‘Kades’ Cantrell to see how the idea had developed over time, how Riot had made the ridiculously huge game remotely affordable, and how RPS alumnus Quinns had managed to make more work for everyone (in a good way):