

He also has the ability to spray his minigun at one enemy unit, dealing damage based on how many Minions he has on the field. He summons a Scrat every time he plays a Minion, which allows him to swarm the enemy. Ratbo – He is one of the simpler Masters.How do the masters differ from one another with regards to their abilities? How does this inform the different strategies that players use? "We made some design decisions early that enabled us to handle network much more easily than our previous game FORCED." We also have new characters like Milloween, a young mage with great powers and an even greater humor or Settsu, a bad-ass space marine who can jump onto the field herself to attack the enemy Master. Some of the Masters are known characters from the FORCED universe like Ratbo the Exterminator, a heavily muscled Scrat wielding a minigun and snazzy one-liner and Volco, wielder of the fabled Volcanic Hammer, who uses his barely contained rage to empower Minions. The impressive Demon Warrior is a powerful minion that starts out very weak but grows in power every time you play her. The Troubadour is a fun Legendary minion who taunts all nearby enemies into attacking him, allowing you to control the flow of battle. We’ve got Minions in all ranges, from a simple Warrior that has plenty of health and average damage to a cute little Puff creature that doesn’t fight, but stands on the bridges between arenas to generate Mana. What are some of the different minions and Masters that players can use to gain an advantage?

We’re very much avoiding pay-to-win, so all the solid choices are usually common or regular cards, with higher rarities offering special mechanics that require more knowledge to play. Supporting a big unit by healing it and buffing it is also pretty popular, as it creates a clear goal for you.Īs players gain more experience they can try out the higher rarity cards, which are harder to use effectively.

Like any CCG, newer players have a lot of success with swarm decks because they’re relatively simple to play. Get your Minions to the enemy Master and deal enough damage to win, it’s that simple.īut don’t forget about the bridges, your Minions can claim them for you by simply moving onto them, which will make them generate XP to level up your Master and gain new abilities. Minions handle themselves, so once you place them you don’t need to make any more decisions, you can focus on what you place next. You gain mana over time, and can use that mana to play your cards. Combined with your Master there’s plenty of strategies and combos. You collect cards and build a very simple deck of 10 cards consisting of Minions, Spells and Buildings. In short it’s a real time collectible card game where you duel opponents 1 vs 1 or 2 vs 2. How would you best explain the gameplay and what are some of the more effective strategies for new players? Thus, we think it fits quite well, since we’re not actually competing for the same player-base, but can still draw on a few of the strengths. The big difference is that they fit into what’s essentially a real time card game, rather than a real time action game, and of course the fact that they are 5-minute matches, as opposed to 40 minutes. They’re very far from MOBA’s, and we definitely don’t consider ourselves in that genre either, but we do have some MOBA-inspired mechanics like hero abilities and XP. You placed your units and they took care of themselves, so you just had to be smart about the placement.
MINION MASTERS NEW CARDS MODS
There were these semi-Tower Defense like maps with a more competitive aspect, mods like Nexus Wars, Castle Fight and Card Shuffle had these mechanics of real time strategy without the micro. The idea came from mods in Warcraft 3 and StarCraft 2. What inspired the concept for Minion Masters and how do you feel it fits in with today’s MOBA-laden world? "We’re very much avoiding pay-to-win, so all the solid choices are usually common or regular cards, with higher rarities offering special mechanics that require more knowledge to play." GamingBolt spoke to BetaDwarf CEO Steffen Kabbelgaard about developing Minion Masters, what he believes stands out about the game, releasing for the Xbox One, the upcoming Xbox One X and much more. What is the game and why should you look out for it? It’s an interesting formula but not without its challenges, especially when an Xbox One release is planned. Emphasizing 2v2 combat with collectible cards and minions, BetaDwarf’s hybrid looks to combine the best elements of CCGs with MOBAs. You’d think the market is tapped on MOBAs but Minion Masters: Forced to Duel begs to differ.
